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#19
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Re: 3D Animation Q/A
Did a quick test for a bulb, doesn't itself cast light, but the effect seems *ok*
The model itself is a mutilated box, bottom face missing, with a shell modifier on it to give it thickness. Bulb glass material is: Standard, blinn shading Diffuse: Pure white Opacity: Falloff perpindicular/parallel starting at ~.05 with a sharp curve up to 1 the right - meaning, the sides are not transparent. Reflection: Raytrace, with a mapping the same as opacity self illumination (when on) - Glow(lume) shader with very high yellow intensity Specular set to 0 The thing inside is: Standard, self illumination with Glow(lume) shader with very high intensity. Black in the diffuse channel. Specular set to 0 i then put an omni light with inverse falloff, set the outer bound to fit the scene nicely, and turned the intensity up a bit. Then I excluded the bulb stuff from recieving light from the omni. (Off pic has a sun on) To turn it off, i just turn off the omni and switched off the self illumination channels. Used Mental ray to render (pardon the low AA), auto levels + specular bloomed a bit in photoshop. raytrace depth was 6 for everything. ![]() |
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