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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)
Attached Link: http://www.runtimedna.com/mod/forum/messages.php?forum_id=43&ShowMessage=192511
Acadia asks the same today at RunTimeDNA. Over there are more links to the rendo topics.Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
Attached Link: http://www.castleposer.co.uk
There are two parts to making something glow without using lights. If you want an object to be a light source, then plug the 'probelight' node (new node > lighting > diffuse > probelight) into the ambient channel. The probelight node has several different variable on it, most of which relate to the amount of light coming from different directions, and the colour of that light (each variable is set up as a three-number RGB setting from 0-1 for each section). I can't remember what each of the variables relates to exactly, but over at runtimeDNA, relik has a tutorial relating to just this thing (glow effects part 2). So, that's what you need to do if you want something to act as a light source. If you want other objects to react to this source, and 'reflect' the glow back, then you need to use the gather node. This node collects data from the ambient nodes of other materials around it, and 'reflects' it back. For more details on this node, then go to the above linked site, and take a look at his two tutorials on the node. The first covers where you can plug it on the root node, while the second looks at the different settings within the gather node itself. I'm not going to replay everything that JohnrickardJr says in his tutorials, but here's a couple of things to bear in mind: 1) the samples setting adjusts the 'clean-ness' of the reflected glow. A low setting will give a very noisy effect, while higher amounts will result in a smoother appearance - at the cost of higher render times. 2) as with all raytraced nodes in Poser, the bias is a tricky beast to get right. You want to get it as low as possible, but get it too low and you'll be getting those black spots - the same ones that AO or raytraced shadows can cause with too low a setting. The trick is to find a balance. 3) the gather node can be plugged into several different inputs on the rot node with no discernible change in the end result. This is advantageous, because it is unlikely that you will be using all the possible inputs for a given material - even if you're using alt.diffuse, for example, your ambient channel might still be free. Acadia is asking after much the same kind of thing over at Runtime DNA. As Olivier pointed out, the disadvantage of this method is that the 'glowing object' created by the probleight node doesnt cast shadows, and so can look a little unrealistic if no lights are used in conjunction with it. I'm trying to work on a couple of WIP images for that thread, of a man holding a glowing ball, which I'll post here as well, along with mat room settings. Hope this helps, jontheceltjonthecelt general gratitude for your clear writing and generous explanation here and elsewhere. Special gratitude for explaining what a node does in "everyday" terms the relate to reality. Everytime you (or any of us) do that, it contributes to the making the pot of Poser knowledge richer. Mr. Baggins, same to you! Thanks! :: Opera ::
Glad to be of service, opera... you know, it's quite incredible. I still only consider myself a dabbler in Poser-dom, especially considering some of the 'greats' that hang out on places like here. And yet often, when a technical note comes up here, I find that I've managed to glean enough information from a number of different places to assemble a semi-coherent whole. For some reason, I also seem to have been gifted with the ability to put things in common sense parlance, as well, so people can understand what it is I'm trying to explain in everyday terms.
now, if someone could just do the same for me, regarding the dynamic hair settings... sigh
jonthecelt
Message edited on: 02/08/2006 14:45
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2217752
Yeah, I'm trying to work this out too.svdl helped me get a glowing ball on a box. I'd still like to know how to do it for other things like a floating object, or a "person" holding a glowing object, or making a staff glow...stuff like that.
Here are the other threads I found on this topic that bagginsbill referred to:
http://www.renderosity.com/messages.ez?Form.ShowMessage=2222447
http://www.renderosity.com/messages.ez?Form.ShowMessage=2217752
I'm not so interested in "realism" and proper "Shadows" as I am in achieving this cool effect. I like "pretty" and "ethereal" and "eerie" and this can do that. If I want shadows I can always put them in in post work, but usually with "neon" you don't get loads of shadows anyway.
Message edited on: 02/08/2006 14:48
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=2217752
Follow svdl's instructions in this thread, near the bottom."It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Been doing some experiienting with that myself. The probelght is useful if you want to use another node rather than the ambient to create light - so I guess plugging it into the ambient channel is kinda gilding the lily. I'm currently running a third test render on my machine - I've done one with the probelight node in ambient, one with it in alt. diffuse, and a third with purely ambient, no probelight. I'll post the results in a moment. jonthecelt
Ok, so... looking at the three, I noticed something in hindsight which hadn't been immediately apparent to me at the time. When rendering each f these, i was trying to get a similar look from each one. In so doing, all of them seem to require a 'value' of 8 for the glowing object - whether it be from the ambient calue, the probelight's exposure, or a multiple of the two combined. This would account for the closeness in appearance betwen the renders. That said, there are small differences between the ambient only one and the two using the problight. In some areas, such as the inner ring of the 'o' (I'm looking on the wall here), the ambient only render loses definiton slightly, resulting in a less distinct 'hole' in the middle. Although it's very close indeed (probably as a result of me mucking about with the 'brightness' settings), for my money, I think the alt diffuse one looks the best by a tiny margin. jonthecelt
ok, then, let's give this possibility a try... and then I'm going to bed!! This is only theory, but it might hold to work well enough. Take your obj, and do the glow thing, in whichever fashion you choose - probelight, ambient, combination, whatever. Take another copy of the obj, and scale it up slightly, so that your original 'lights' are skinned, as it were. (memo to self - this might prove tricky if you scale up the entire sign, as you get scale drift - can you scale up each letter in turn in Carrara, and export as a second obj?) now, we need this second skin to give us the atmospheric glow. It probably won't extend out far beyond the original, but it should give us enough to work. In the skin's diffuse and transparency channels, we need some kind of atmospheric noise plugged in - noise, perhaps, or fbm, or clouds - whatever would make a good 'atmoshpere material' if you were trying to create one normally without the atmosphere material itself (I think relik over at Runtime DNA could suggest a couple of things for this). If we then plug in the gather node to whichever channel we want (alt diffuse is always my favourite, but YMMV), then the dust clouds generated by the diff/trans procedural should catcher the glow of the original light object, whilst still allowing us to see the scene beyond. It all depends, of course, on how dense you make the dust cloud. Please bear in mind that I just wrote this without Poser in front of me, off the top of my head, on my way to bed after a long day of looking after my teething 15-month-old daughter. I make no promises as to the workability of this scheme... but the theory does seem sound to me at the moment. hope this helps. jonthecelt Do you think that
Attached Link: Gather node setting examples.
See this one too
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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I saw a thread a while back that you can make things glow without any lights lights using gather nodes, but I didn't see the material set up. Can someone please show me a screen shot of the material room for making an object glow?