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View Full Version : Glow problem, suggestions?


TheCaptn
10-26-2002, 07:36 AM
I have a filament inside a lightbulb to which I have applied a glow effect.

Problem is, it won't render when the filament is inside the light bulb. The bulb is a ray-traced refract/reflect object.
If I move the bulb aside, I see a nice glowing filament.

I assume that the bulb is still being treated as a solid object which blocks the glow, but I've tried checking/ unchecking a few different boxes in the bulb's properties (make see-through being the first, most obvious one) but nothing seems to work.

Any ideas how I can get the glow to show up?

Matt_Forcum
10-26-2002, 07:56 AM
Maya right? yeah ive run into the same problems myself. the way I got around it was to render the glow seperatly and then composite it in post. This is a good Idea anyway because it gives you more control. the only problem comes when you want that glow to show up in the reflections off of the glass bulb. and I cant help you there.

Per-Anders
10-26-2002, 07:58 AM
do a post process job, render out the filament refracting through the glass as a seperate channel, or in the package, and composite, or use levels to filter out anything really bright in your image and give that a glow...

depending on what package you use and it's capeabilities you might be able to use a highly luminant volumetric fog around your light filament... provided you use a shape that roughly coves the filament that hsould be fine. then there's using a volumetric light itself, tube light or maybe a string of volumetric lights. does your package not support luminance triggered glows in it's internal post (after all it sounds like the glow is being applied as a post effect)?

Matt_Forcum
10-26-2002, 08:03 AM
I think he is using the simple post effect in Maya.

TheCaptn
10-26-2002, 08:25 AM
Not maya... MAX R3.1
I have no idea how this got into the Maya forum, I could have sworn I posted it in General.

[edit]
I guess someone moved it at the first mention of Maya... Sorry for not making the package clear. It was just a cut'n'paste of my thread over on Maxforums, I didn't think about it.

Now could someone kindly move it back? :D

Crode
10-26-2002, 10:46 AM
lol thats funny

Getting_Old
10-27-2002, 07:56 AM
Were is he now ? Did he come back ?

Peace455
10-27-2002, 09:19 AM
Hello

Have you tried lowering the opacity of the Light Bulb jsut to see if the glow is taking place. Or even, hide the light buld and make sure the glow is really rendering. Cause I'm sure you light bulb is see-through.

hope this helps.

if not I could look at the file if you'd like.


peace455:buttrock:

TheCaptn
10-27-2002, 09:21 AM
Yes... To quote myself:
"If I move the bulb aside, I see a nice glowing filament."

3rd Dimentia
10-27-2002, 11:21 AM
Render the glass that is in front of the bit you need to glow seperately and composite it back over the top.

gnarlycranium
10-27-2002, 02:10 PM
I need to do this myself one of these days-- I did just find a page in the list of tutorials that's stickied to the top of the MAX forum, that says how to do it, but I haven't tested it out yet. Apparently the key is to make sure the glow is using the Material Effects channel.

http://www.digitalproducer.com/pages/Max_effects.htm

3rd Dimentia
10-27-2002, 02:23 PM
No matter how low the opacity on the bulb is, your material effects OR object ID's of your filament will not show thru.

RealThing
10-28-2002, 02:20 AM
This is possible but you have to do the following. Base the glow off of the Material Effect ID and raytrace the lightbulb with reflect/refrace ID turned on.

googlo
10-28-2002, 12:43 PM
Listen to realthing,


Use raytrace materials and set 'reflect/refract material IDs" to on inside the raytrace materials 'Raytracer controls->Options' section.

Make note: this only works if you are using MATERIAL ID's not object id's.

Once you tell Max to use the objects material id for processing with effects, and setting the option for it in the raytrace material, effects like glow will refract/reflect through and off of transparent or reflective objects using raytrace materials.

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