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
colored light...
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- petenorris
- Posts: 9
- Joined: Tue Jul 19, 2011 1:28 pm
ps. I am using blender if that is at all relevant.
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
- Posts: 9
- Joined: Tue Jul 19, 2011 1:28 pm
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
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
- Posts: 9
- Joined: Tue Jul 19, 2011 1:28 pm
perhaps someone could point me in the direction of a good tutorial on the subject instead?
ta.
ta.
You have to colorize the cubes diffuse color as well (RGB).
- petenorris
- Posts: 9
- Joined: Tue Jul 19, 2011 1:28 pm
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.
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;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.
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)...
„The obvious is that which is never seen until someone expresses it simply ‟
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- petenorris
- Posts: 9
- 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
thanks
by the way; easier and also quicker to render is a texture emitter and a simple rgb spectrum as color:
„The obvious is that which is never seen until someone expresses it simply ‟
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