Pedrith opened this issue on Nov 17, 2006 · 3 posts
sparrownightmare posted Sat, 18 November 2006 at 8:52 AM
Okay two things. First is, use two objects. The first object will sit inside the second one. Make the first object light up using a bright glow and an anything glows light. Make sure to use a bright base color in it's shader and the same for it's glow channel. Also enable soft chadows on the anything glows. No the second object should be identical, however it should be 1.5 to 2 percent large. Make sure both object have their hot points centered and at the same position. Make a skin for the second object using pur white spots and lines for where you want windows to be using a texture map. When you create the multichannel shader, make sure to check white is invisible for the color channel texture map. You can alo tile it if you like but that makes it look computer generated. Copy the settings from the color channel to the bump channel, and the highlight channel. You can add some reflection if you like which makes the window ledges stand out more. When you render, make sure to use light through transparency for the indirect lighting and raytracing options. I have used this method in a few of my renders, and it works wonderfully.