colored light...

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petenorris
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Having spent too long trying to work this one out myself, so can someone please help me create some coloured spot lights? I have tried making the light casing colored so it reflects the colour of the clear bulbs, but but everything is bright white light no matter what I do with the sliders.
I am assuming as there is not much help out there on this either I am asking the wrong question or I suspect missing the obvious.

Thanks

pete
petenorris
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ps. I am using blender if that is at all relevant.
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kubo
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the color of the lamp, as in real life, is controled by the light temperature, the higher the "whiter", but it's related to the power of it, a low temp but huge power will look as white light to our eyes. Also If you want to cheat you could use a textured emitter.
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petenorris
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Thanks...

I've played with temperature/power etc, and still no color. Would it be possible to post a quick idiots guide to making a red cube glow red? in the form of:

select material > diffuse >RGB = red > emission > blackbody > power 30% > temperature 60%?

Thanks
petenorris
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perhaps someone could point me in the direction of a good tutorial on the subject instead?

ta.
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Refracty
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You have to colorize the cubes diffuse color as well (RGB).
petenorris
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Yes, I've done that...

Basically:

I set the cube to diffuse > set RGB to green > emission to blackbody > play around with the power and temperature sliders.

nothing.

perhaps I have a faulty copy? although I suspect I am still missing something.
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t_3
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petenorris wrote:Yes, I've done that...

Basically:

I set the cube to diffuse > set RGB to green > emission to blackbody > play around with the power and temperature sliders.

nothing.

perhaps I have a faulty copy? although I suspect I am still missing something.
do you want the _light source_ to appear colored, or the emitted light? if second, then the temperature slider works indeed; 500 dark red, up to 12000 for bright blue; but it is only the temperature of the emitting body, not directly the wavelenght of the emitted light (it's a black body emitter still). as it doesn't emit coeherent light, you will never get a 100% "tinted" light that way. real world light sources (apart from leds, which emit coherent light) use colored filters to tint the otherwise white light;

the quick demo below shows:

1) floor, filter plane (specular), light plane (diffuse); standard enviroment light
2) blackbody emission at a temperature 500°C, filter plane set to white with ior 1 (~invisible), enviroment off
4) blackbody emission at a temperature 12000°C
3) blackbody emission at a temperature 6500°C
5) blackbody emission at a temperature 6500°C, filter plane set to red transmission with ior 8
6) blackbody emission at a temperature 6500°C, filter plane set to green
7) blackbody emission at a temperature 6500°C, filter plane set to blue

ps: this is still not real-world, as the light emitting plane is gigantic (50x50cm) - a real world light emitter (glowing filament of a light bulb) is a few centimers long and around 1mm thick (and normally it's light is additionally focused by a reflector)...
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The obvious is that which is never seen until someone expresses it simply

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petenorris
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Joined: Tue Jul 19, 2011 1:28 pm

I remember seeing a lighting tutorial video of a spherical model with the refreactive logo on it... can someone point me in the right direction? I think it was by radiance.

thanks
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t_3
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by the way; easier and also quicker to render is a texture emitter and a simple rgb spectrum as color:
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The obvious is that which is never seen until someone expresses it simply

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