Bejaymac - 28 December 2012 10:20 PM
mjc1016 - 28 December 2012 09:18 PM
I’ll have to check, but I think that Opacity can be used to give an ‘invisible’ emitter…in other words set to 0 should turn off the visibility of the item without affecting it’s light output.
Yep, exactly what it does…
Render 1 Sphere opacity is 100%
Render 2 Sphere opacity is 0%
Render 3 is using the ‘eye’ icon to turn off the sphere’ visibility…
All three are rendered with ‘low quality’ render settings for maximum speed…
There’s an option in the Arealight shader called “Fantom”, turn it “on” in the surfaces tab and you don’t have to mess about with Opacity, the pic is a quick spot render showing the Area disc lighting up Genesis, as you can see fantom is on.
Yes, Fantom works, too…but with the Opacity, you can still use maps to give a pattern to the emitter,,,just create a normal transmap and enable Ambient, with a bit of color and you have a shaped, glowing emitter…
While not quite the same, mesh lights/area lights are loads of fun. I once modeled a light bulb, down to a simple filament. Then used that in a flashlight, with a carefully modeled parabolic reflector. Then I rendered it in Lux, with an volume defined. The reflector was set to a mirror material, the filament was a mesh light and the bulb was a glass material…and when all was said and done, it looked great…but I didn’t get a chance to save the final image, as my network went down. I should go back and render that one over again…I should have the scene file somewhere, I know I’ve got the models.
I wonder what it would be like doing that in DS 4.5 with UA
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