View Full Version : bloom lighting effect? Anyone know how?
ContrivanCe 01-13-2008, 07:37 AM I'm trying to do a bloom lighting effect in my maya renders.
I've seen it done before. Please help.
-And I'm not talking about a glow map that's always "on".
Some examples of what I'm talking about:
http://img.photobucket.com/albums/v91/screamus/specbloom_sample.gif
http://img.photobucket.com/albums/v91/screamus/32-game-3d-art-142-1174969918-Beaut.jpghttp://img.photobucket.com/albums/v91/screamus/852071920_92eb2e1483_bwtmk.jpg
http://img.photobucket.com/albums/v91/screamus/forest7vo9.jpg
http://img.photobucket.com/albums/v91/screamus/d3bloom12ub.jpg
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ghostlake114
01-13-2008, 10:11 AM
render out a specular pass and make the bloom effect easy with any post effect application. :)
Problem is: render out a specular pass with MR is not a simple click
DariuszLacheta
01-13-2008, 11:20 AM
maybe JS_Glare will help with this
.pixero.com (http://www.pixero.com/downloads_mr.html)
you can also try lume glare
berniebernie
01-13-2008, 01:58 PM
render out a specular pass and make the bloom effect easy with any post effect application. :)
Problem is: render out a specular pass with MR is not a simple click
you can render out software spec passes if your setup allows it (ie normal maya lights)
wizlon
01-13-2008, 02:50 PM
http://www.djx.com.au/blog/index.php
ContrivanCe
01-13-2008, 06:46 PM
maybe JS_Glare will help with this
.pixero.com (http://www.pixero.com/downloads_mr.html)
you can also try lume glare
Thanks.
I've downloaded and installed JS glare, but I can't get it working.
I've tried the connection editor, hypershade, it's atrributes etc.
It's there, I just don't know how to use it.
Google has failed me.
Someone please help.
ghostlake114
01-13-2008, 06:55 PM
I dont use it for long time, so dont remember, but from my viewpoint it is a shader for camera to over exposure specular part.
But maybe it s too old to work in new version of Maya/MR
You should use Lume glare, that s what Zap use for many of his showcase
But I still like make a specular pass for post rather than doing it from render
Bitter
01-13-2008, 07:50 PM
If you are using Maya shaders with glow built in, then it's easy. You can chain together a light sampler with a ramp into the glow attribute of the shader. Gimme a sec and I'll post an example.
Bitter
01-13-2008, 08:02 PM
Here ya go. Keep in mind the spread and intensity of the glow is now controlled by the ramp. This works in Maya Software and mental ray. Surface luminance tells the glow where to happen.
At the most basic level you don't even need a ramp. The Threshold slider in the Shader Glow node determines how much glow is applied based on the brightness of the source image. In other words, a high Threshold will cause glow to be applied only on the object's specular highlights.
As always when using the Shader Glow, don't forget to turn off Auto Exposure.
Also, I just tried using the SurfaceLuminance setup, either with a ramp or a Remap Value node. The glow intensity is not lining up with the specular highlights. What's up with that?
DariuszLacheta
01-14-2008, 01:41 AM
JS_Glare in maya 2008 working for me
I don't know if I use it in right way but works for me :)
first you must create output shader in render camera and then connect malualy outValue to output shader and thats it
http://img525.imageshack.us/img525/4839/50044149dy3.jpg
http://img212.imageshack.us/img212/1610/29836727tp0.jpg
JS_Glare apply glare/bloom after render
here is fast simple example, without and with glare, hope you can notice difference :P
http://img149.imageshack.us/img149/7769/96853294bi4.jpg
-edit-
more noticable effect :D
http://img156.imageshack.us/img156/706/123ri1.jpg
Bitter
01-14-2008, 05:40 AM
Dr Yo, not sure about why it's not lining up. I have not had that issue, other than the fact that the spec is a fake reflection versus the luminance node returning where the the surface sees the light most. In reality they are similar places but not exactly.
Kel Solaar
01-14-2008, 01:41 PM
Why doing the Glow on the render and not in comp?
noizFACTORY
01-16-2008, 03:32 PM
I agree with Thomas about doing the glow in post. You get more control that way. If you are using Digital Fusion for compositing, then the soft glow tool should do a good job of adding slight bloom to your highlights, provided you play around with the threshold value. It also has a specific tool for lens bloom with control over the lens shape type. I'm sure something similar can be achieved in after effects. But yeah, production wise it makes more sense to add your glow and stuff in post. My two cents.
yenvalmar
01-17-2008, 12:58 AM
i usually make a separate pass for it but you can also just use a luma key on your footage in post or a dedicated glow plugin.. really no need to do it in 3d.
Doing the glow in 3D is quick and dirty, and sometimes that is preferable.
Kel Solaar
01-17-2008, 09:56 AM
Doing the glow in 3D is quick and dirty, and sometimes that is preferable.
Yeah if you want to do quick tests and don't want to open your compositing package I agree, but if you want to do some compositing on your renders you are screwed with glow already over the rendering.
Yes, you are correct, sir! Glow in post is good, as is layering, as are render passes!
Lone wolf artists, students and new users often don't have the time or expertise for compositing in addition to all of the other millions of tasks required for 3D animation. It's bad practice to render everything out in one pass, but sometimes there's no time to do things the "right" way.
Kel Solaar
01-18-2008, 02:00 PM
Honestly in this particular case i think its faster saving the image put a glow filter in the package u want than doing like 3 or 4 renders until u are happy with the glow settings :)
My 2 cents :)
noizFACTORY
01-18-2008, 02:38 PM
^^ I second that. It'll save more time than waiting for glow to render in 3d.
stormfrog
01-19-2008, 06:00 PM
Bloom is used frequently in games on any shader model 3 compliant 3d card... you would think that adding the bloom effect in any new render would be as simple as a click.
Maybe its scheduled for next version of MR?
Just because a specialized game engine has a feature does not mean that a generalized 3D content creation application should have the same feature.
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