Hi all,
I'm trying to make the effect of a light bulb that is under a translucent cover, as in the attached picture.
Is this best way to do this a specular material with a colored transmission on the cover, and then just a sphere with a bright emission texture within it? Or is there a way to do it in a texture, maybe with a falloff?
Thanks!
Glowing control panel light with bright center
Moderators: ChrisHekman, aoktar
Hi,
use the technique in the following post:
viewtopic.php?f=23&t=52982&p=266457&hil ... er#p266457
in this way, the invisible emitter will work to illuminate the buttons, while the visible emitter with Visible in diffuse option disabled, will work with post effect.
ciao Beppe
use the technique in the following post:
viewtopic.php?f=23&t=52982&p=266457&hil ... er#p266457
in this way, the invisible emitter will work to illuminate the buttons, while the visible emitter with Visible in diffuse option disabled, will work with post effect.
ciao Beppe
- crowellster
- Posts: 36
- Joined: Tue Feb 16, 2016 12:13 am
I think I don't 100% understand what you're saying with this. I looked through that thread, and it's pretty confusing (I don't see the cast illumination checkbox). Should I be using two objects? One of which is a simple shaped emitter, one of which would be the "fake" emitter with the geometry I'd want?
Thanks!
Thanks!
Hi,
here is an example with 3.08, with and without the invisible emitter in two different takes.
Real Light take with Visible on diffuse active, and the Invisible emitter deactivated: Fake Light take with Visible on diffuse deactivated, and the Invisible emitter active: You have much more control with two different emitters, the visible one for the post effect, and the invisible one for the illumination, and the rendering is super fast and clean.
The invisible emitter should be more simple as possible, without overlapping any other polygon.
Here is the scene file: ciao Beppe
here is an example with 3.08, with and without the invisible emitter in two different takes.
Real Light take with Visible on diffuse active, and the Invisible emitter deactivated: Fake Light take with Visible on diffuse deactivated, and the Invisible emitter active: You have much more control with two different emitters, the visible one for the post effect, and the invisible one for the illumination, and the rendering is super fast and clean.
The invisible emitter should be more simple as possible, without overlapping any other polygon.
Here is the scene file: ciao Beppe
hi beppe!
bumping this one up..
could you export an .orbx for us non-c4d users?
bumping this one up..
could you export an .orbx for us non-c4d users?

Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
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x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
Sadly, I am not Beppe, but I can export the file as an .orbx.whersmy wrote:hi beppe!
bumping this one up..
could you export an .orbx for us non-c4d users?

- Attachments
-
- FakeEmitter.orbx.zip
- Exported from C4D R21 with Octane 2020.1.4
- (103.78 KiB) Downloaded 215 times
Animation Technical Director - Washington DC
Thankfully there is Frank!
Thanks mate
cisao Beppe
Thanks mate

cisao Beppe