Afrodite-Ohki opened this issue on Mar 31, 2023 ยท 1999 posts
shvrdavid posted Fri, 16 June 2023 at 11:57 AM
odf posted at 3:05 AM Fri, 16 June 2023 - #4468016
shvrdavid posted at 5:33 PM Thu, 15 June 2023 - #4467996It is not as hard as one might think. And it works around trying to manage object versus world space with props.As a fellow creator of scary red riding hoods, can you PLEASE tell me how you made the shader on that object she's holding? I've been trying to make something like that for ages but can't figure out how to produce a volumetric shader that works in object space rather than world space.This is all your fault Y-Phil.... Stuck in a dark forest, and attacked by a powerful destruction mage..... Looks like little Red grew up.... Poor wolf......
The entire scene is in a box, that is the main volume. It is using this shader.
There is a prop light between her hands with this shader.
There is a box between her hands with a similar shader as the first volume shader but using a Magic texture. There is very little effect from that box thou, is basically just gave that circular glow around the image on the plane. The magic texture can give you a sort of dull prismatic glow effect, which works perfect for this.
The one sided plane has this texture on it and some emission magic from a modified prop light shader using this image as an alpha on the plane, and is where most of the effect comes from. No world to object trickery needed, it's just a prop.
This is similar to what the scene looked like. And yes, I normally work in hidden line view with scenes like this. (Still waiting on a live preview..... lol)
The twisted mobius's are for an effect you have not seen yet and were not in the scene at the time of the render.... I have done many renders of this scene. So exact shader details are not so easy to give on things that have changed repeatedly to get it to where it was for the render I posted, because I did not save the scene at that step.. I wish I had saved it at that exact step to give you better details on the shaders.
I hope this gives you some ideas to get the effects you want. The prop lights are what I use to get these effects in many renders I do with atmosphere. Oddly I don't post many of them, lol. (I did a lot of atmosphere testing in the beta).... Being able to control the length of the light, is the key, and this shader allows for that in Superfly... You can have them crazy bright in an atmosphere and cut the light off before it hits something you don't want it to with the distance setting in the math node and light placement. That is how the atmosphere shifts from white to red, left to right. You can see another prop light in the scene if you look closely, and there are more offscreen as well.
The light path node is awesome for things like this, because you literally have full control of lighting that Firefly never dreamed of having....
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->