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living3d
06-05-2007, 11:26 AM
Hello, below is image which i need to recreate. Looking at it i think that the easiest way to create those light violet dots is by using particles. So I'm almost new to dynamics and asking you to help me to attain such effect. :hmm:
Every hint, suggestion or maybe tutorial would be appreciated.
Thank You.

bjohnston
06-05-2007, 11:28 PM
Yes. particles would be quite fast and easy. Paint your particles onto your meshes (paint particles tool), make blobby (particle type), creat purple shader with glow about .5 and apply to particle object.

living3d
06-06-2007, 08:41 AM
Thanks. But how can I simulate light emission? Is there possibility every particle to emit photons or FG rays?
I assigned surface shader to particles with out color set to bright. Then enabled FG and tweaked falloff settings. There was no FG effect in contrast to solid object with the same shader... :hmm:

adisan
06-06-2007, 09:42 AM
you cannot instance lights but you can script lights. it's quite esay to have lights stick to a particle position using MEL. then you can have photons from these lights. not that i would recomand cause it will go into a crazy rendertime, a better solution would be to use an inverse aoc solution for your instanced spheres just to "lit" the surounding objects.

living3d
06-07-2007, 09:08 AM
Yes, you're right that using photons would be very time consuming. I don't need animation...just an image so rendering time is not bother me much. Maybe I'll restrict to just point lights. Your suggested technique is interesting but my MEL knowledge won't allow me to implement it. Any other way?
Thanks again!

akewt
06-07-2007, 09:18 AM
if you have no animation and no need to pan the camera then i would place a few carefully thought thru point lights to 'paint' the light into the areas you need. for an image only it seems overkill to produce a system for emitting from each particle. go ad-hoc, its the easiest way.

DrYo
06-07-2007, 09:14 PM
You may be able to cheat with a Particle Cloud shader and some glow.

FortUno
06-12-2007, 10:55 PM
You could also do the glow in post, I would render to layers, then make a layer with those plants darker, a layer with them lighter, and a layer for where the particle/lights are, blur the particles in post and use that to composite the lighter areas on top of the darker image and colorize it. Might not be completely accurate, but might be fast?

living3d
06-14-2007, 09:14 PM
if you have no animation and no need to pan the camera then i would place a few carefully thought thru point lights to 'paint' the light into the areas you need. for an image only it seems overkill to produce a system for emitting from each particle. go ad-hoc, its the easiest way.

You are completely right...I went that way and got desirable result with not much time spent on rendering. Now, I have idea how to achieve similar effect in animation. Thanks all for suggestions. :thumbsup:

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