Announcement

Collapse
No announcement yet.

Self Illuminated....but not

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Self Illuminated....but not

    I swear I've done this before, but can't remember how (or maybe I'm imagining that I've done this).

    I have an object that I would like to be self illuminated. It is a lightsource, but I'm not using GI. I am however using glossy reflections and I would like to make these light objects appear brighter in the reflections only.

    I've tried putting output maps on my materials and that will pump up the reflection, but it also pumps up the texture applied.

    I basically want to have the object look like there is no extra output, but have the reflection of the object have its output pumped up. I know it can be composited, but I'd rather not do it that way if possible.

    Ideas?

    Thanks,

    Tim J
    www.seraph3d.com
    Senior Generalist
    Industrial Light & Magic

    Environment Creation Tutorial
    Environment Lighting Tutorial

  • #2
    Haven't tried it myself, but wouldn't increasing the object's GI multiplier do it?
    sigpic
    J. Scott Smith Visual Designs


    https://jscottsmith.com/
    http://www.linkedin.com/in/jscottsmith
    http://www.facebook.com/jssvisualdesigns

    Comment


    • #3
      I guess reflection is in addittive mode, so boosting it might overbrighten the diffuse channell as well.
      Have you got samples to share, by any mean?

      Lele

      Comment


      • #4
        have you tried two planes, on in front of the other. the plane in front is set to invisible to renderer but visible to reflections. this one has the output for the brighter reflections.
        ____________________________________

        "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

        Comment


        • #5
          can you show us a render of your setup so we know what to suggest, as it may be scene specific

          Comment


          • #6
            Percy>> I had tried your method before and it seems to be the best I can come up with right now. I could swear I had set a material up in the past that worked like this though. I'm probably confusing it with something else.

            I appreciate the help guys. I can't show any renders of what I'm working on, but there really isn't anything scene specific about it. You can put a self illuminated teapot over a reflective plane to test it out.

            Imagine this senario. You have a light fixture that you've created a texture for so that it looks all grungy and has a yellowish tint that is 100% self illuminated. This is the way you want this light fixture to look in the final render. Now realistically if you used that object to then light your scene with, 100% self illumination will probably not be enough which is why we have the Vraylight material and output maps. However, both of these methods affect the brightness of the map itself. It would be nice to be able to control how much light is given out from an object without changing the brightness of the texture maps applied to it. So what is visible to the camera is still 100%, but what is put out into the scene could be 500%.

            I'll go with Percy's method for now...

            Thanks,

            Tim J
            www.seraph3d.com
            Senior Generalist
            Industrial Light & Magic

            Environment Creation Tutorial
            Environment Lighting Tutorial

            Comment

            Working...
            X