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Subject: Creating bioluminescence with P6 shader nodes?Nalif opened this issue on Apr 16, 2005 · 223 posts
I have an idea as to how to do this, but I'm not sure how nice it would look. Basically just create your texture map, and then create a black and white mask of the same texture, making the white areas where you want the bioluminescence to be. Then plug the mask into the ambient value node.
That's the most basic thing I can think of, though. The only thing this would really accomplish is the bioluminescence glowing whenever it wasn't under light, though. In normal images, where the figure is somewhat lighted, the other areas wouldn't appear to glow. They would just be slightly brighter than the surrounding parts. (I know, I know. Bioluminescence doesn't really show in the light anyways. I'm not after true bioluminescence. I just want certain areas to appear to glow.) Is there something that would give better results?
And while we're on the topic, P6 is amazing - but I wish they had an option to make an object illuminate other objects around it :( - You can make things glow in the dark, but they don't cast the light on things around them. I want glowing objects >_<
Message edited on: 04/16/2005 23:53
.... P6 is amazing - but I wish they had an option to make an object illuminate other objects around it :(
We do have such an option. It's called the gather node, and you can use it to create colour-bleeding effects (simulated radiosity) in the Material Room.
Here's an example, using an ambient material on a simple box prop, and a gather node hooked up to the ground plane.
I hadn't tried the gather node before, but Nalif's question intrigued me, so I tried a quickie experiement by plugging the node (with default values) into the alternate diffuse channel of Ajax's floor tile texture on the ground plane. Now I'm looking forward to hours of happy gather node experimentation with other channels and values. Thanks Nalif and Little_Dragon! (Sphere texture is "Bacteria" by Stewer.)
Actually, I know how you can achieve that, even with the flat-panel controls you see in Star Trek. Place a one-sided square just above above the surface of the control panel, normal-side down. This will be your emitter. Enable "Remove backfacing polys" in your render options. The emitter itself shouldn't be visible when rendered, but the raytraced colour-bleeding still works.
Oh! Now that's just damned clever, Little Dragon! I was wondering how one might go about creating a "repelling field" glow for the underside of a Dalek. I saw a clip of a "home made" Dalek prop/costume that had a lighting fixture rigged waithin the "bumper" section. An unearthly glow "bled" just beyond the "bumper" suggesting some alien electromagnetic field "levitating" the war machine (instead or simply rolling upon castors). From the few screen captures of the upcoming "Doctor Who" episode. "Dalek", I it appears they will employ similar visuals. I wondered how that (or even "if" it) could be accomplished within Poser. That is perfect! I will try that this afternoon when I return home. Sincerely, BillTempt the Hand of Fate and it'll give you the "finger"!
SamTherapy, good question. I don't have the technical know-how of L_D but perhaps you could use the color picker to sample the hue of the object that you want other objects to "gather," then apply that color to subtle shadowless soft spotlights aimed appropriately? What I want is a relfection catcher in addition to the shadow catcher. Imagine the possibilities if an object could be made invisible with the exception of relfective properties. By the way, I've seen biolumenescent jellies with pink spots at the Monterey Bay Aquarium. Nelif, your jellyfish node is beautiful. Cool work!
"What I want is a relfection catcher in addition to the shadow catcher. Imagine the possibilities if an object could be made invisible with the exception of relfective properties." No problem. Gimme a few and I'll post the Material room settings.Coppula eam se non posit acceptera jocularum.