Forum: Poser - OFFICIAL


Subject: how do you make things glow without lights?

7/8'sIrish opened this issue on Feb 08, 2006 ยท 40 posts


jonthecelt posted Wed, 08 February 2006 at 2:27 PM

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, jonthecelt