Vray Glowlight

Is there the possibility of getting more glow lighting possibilites in the future?

Doing post glow always has drawbacks, is not in reflections, doesnt look so good, have to render several matte layers etc.

I can get an object to glow with Vray if i set it to vray light material, turn up receive/genrate GI alot, and then have to crank up the divisions alot in order to get smooth glow on surfaces…

What about integrating new type of render effects that are rendered after the scene is done, but still regarding 3d information, like Cebas Final DOF and MBlur for example…

Would be great to have a way of having objects glow light around them, eithier by really lighting the objects around it, or by just having a glow around the object (fast and slow method)

I just wish there were more possibilites of getting a good glowing effect inside vray without the need for heavy GI calculation… be it in the form of a new shader, vray render settings or a new type of semi-post render effect…

any input is appreciated
thanks
ian

It depends on what kind of glow you need - a post effect (like a glow/glare filter, which is already in the works btw), or a fog glow similar to what you would get with VRayEnvironmentFog?

Best regards,
Vlado

I will love to have a Vray Lens & Flare like fryrender, all done in post, I think fry doesit as post anyway…

problem with most of the effects filters in max is that they dont line up with the vray camera

Maybe you guys could clarify: I’ve never understood why people want this in the render engine instead of doing it in post. I prefer (and need) the flexibility of adding it later. Is there a technical advantage to having Vray do it? I can’t see why if it’s being done as a post effect there too.

Thanks /b

I prefer post too. But there are some advantages like properly showing in refractions and reflections, proper blending with atmospherics etc.

Regards,
Thorsten

I can understand that (it’s why I prefer to do DOF in camera rather than in post - when I can anyway) but wouldn’t that only apply to an actual render-time lens effect? I thought the Max and upcoming Vray options were post-render effects.
b

Not really following this; a glare/bloom effect happens in the eye/camera and has nothing to do with atmospherics, refractions and so on - only with image brightness. A volumetric halo is another matter - it is just a side effect of volume scattering, but you can get that anyways with e.g. VRayEnvironmentFog.

Best regards,
Vlado

So would it follow that there is no technical advantage to doing the flare/bloom effect in Max/Vray over post, other than convenience?

b

Yep.

Best regards,
Vlado

I think there is a difference when using Mental Ray glare rendered in, compared to a Mental Ray glare rendered and then composited in post. I have never been able to get the post effect to look as nice as the rendered in effect.

Of course there are major disadvantages to burning it in also, buy the rendered version always felt natural, and my post version of the same thing felt forced.

Erm…good point…no idea where i had my mind. And a post glow/glare triggered by brightness would of course also happen in a reflection or refraction that is bright enough *head on the table*

There is a lack of physically based post filters tho…/me writes a memo to himself :stuck_out_tongue:

True. Have you looked at Richard Rosenman’s filter Lumiere? Maybe not useful for animation though, not sure…

http://www.richardrosenman.com/software/

b

the mental ray glow was great as it could be rendered out as a seperate element and used in post.

edit: didnt see the above posts!

Nope; there isn’t any difference at all. However you need HDR information for proper glow, and of course you lose that if you save to a LDR image format.

Best regards,
Vlado

That is probably the big thing right there: I am not aware of any glare/bloom filters that are 32bit friendly - at least for Photoshop.

You had me rolling on the floor with this one, Thortsen!

ive got a question about lens flares. if there is a room with a square window in the top right of the shot you expect to see lens flares going from the down to the bottom left. however would they be round… or squarish?

I myself do all glare/bloom this way (HDR 32-bit float input). I think MentalRay glare -done by LUME years ago now!- has the closest algorithm to a proper one like this: http://www.hc.ic.i.u-tokyo.ac.jp/~kaki/paper/PG2004/Kakimoto2004GlarePresen.pdf , implemented in Fryrender, MaxwellRender, etc..

Do you know guys BTW a similar approach (plugin or built-in) on compositing and editing post software? -i´ve already tried a lot with no success- …waiting for VrayGlare…:roll:

Best,
A.

As Vlado mentioned Flares happen in the Lens (or the eye for that matter) and hence are not dependent of the source shape. So it would depend on wich lens you use rather then the the shape of the window (check the PS LensFlare, there you can see Prime style ones and other ones).

Regards,
Thorsten