Lighting Challenge: Light Bulb


#1

Jclark has posted a lighting/render challenge. The topic is the bulb. I thought this would be an interesting opportunity to see what messiah can do - especially with those that have EasyGlass. It will also test out messiah’s AA abilities to the max because of the fine wire filaments. ;).


#2

Im at the very beginning,my first attemp with easy glass

Thanks for the advice
Andreseloy


#3

Mario,
Did you create the light bulb? If so, they actually want you to download the object - so no need in creating it. Look for the link to it. Nice start. :slight_smile:


#4

i decided to play with thomases shaders. So here goes, basic TLHPRO easy glass settings didnt do much tweaking at all…


#5

Nice stooch. Bulb looks like solid glass though, not hollow.


#6

yeah im working on it. the models that were provided need some editing to separate some things, this is just a start :slight_smile: anyone know of a good way to make bloom in messiah?

and before thomas bites my head off. those fake specular things are on their way out! lol.


#7

here is another test, still didnt separate the object light sources but its coming along. Not very happy with the AA on the filaments though! i set it to level 4, threshold .01 hammerseley 1.5 radius.


#8

10 minute render


#9

Getting there.


#10

Beutiful render stooch! I like very much
Andreseloy


#11

Here’s my first try…
23:28 using TLHPro Easy Glass
AA = Adaptive SS, Level 6, Threshold 0.005, Hammersley 1.5


#12

A helpful hint for glass is reflections Don’t use specular (one cheat though is you can use a very low specular with low glossiness setting, but try it without).


#13

That’s what I used on the above image, very very low and spread out specular to wash the glass with a soft feint coating of light which sort of accentuates it’s form. Anyway you guys are the experts, thanks for the tips. :slight_smile:


#14

The other ways I did that as well was a fresnel diffuse as well as translucency can give some interesting effects for glass.

However, I think your reflections need more transparency and/or a lower value (may need to tweak the fresnel gradient if you are using one).


#15

thank you sir! i am not done though. need to work on that base.


#16

Cool results guys, keep them coming! :thumbsup:

Some glow on the filaments would be nice - can this maybe be faked with the volumetric lights? But I guess they are still a mess and only work with spotlights…

I had nice results with SSS added to EasyGlass (just up the Surf Thickness while leaving Translucency at zero - that gives you the oldest, fastest SSS fake which is often enough to lighten the glass a bit up and make it look more “glowing” by inner light…)

Cheers!


#17

Thanks for the tip, Thomas. So can we perhaps see a lightbulb render from you?


#18

Don’t count on it…
I have other work at the moment…

And you guys are doing fine anyway :wink: :thumbsup: :thumbsup:

Cheers,


#19

Thanks thomas, I want to take a second to pimp TLHPRO shaders because it has been an absolute delight using them with their brilliant organization and controllability with the minimum of parameters to do it. Thats a very nice direction to take and should be an example.

By the way, how about a TLHPRO:Glow shader?

p.s. I am using SSS on my bulb, im also piping in the TLHPRO reflectivity into my diffuse channel and setting the operator to multiply. that way i can use my basic diffuse value as a quick way to control for the amount of burnout along the outer edges. By using multiplication you can modulate the output even more with the basic shader values! Like TLHPRO shaders state, this is not meant to simulate “realistic” glass, its a tool to match the output to what YOU deem desireable. Now to make that filament glow…hmmm


#20

Thank you Stooch, I am very happy that you like my work :wink:

What you describe was always my main goal when writing shaders.
You should find the AoN: Studio procedurals to be of a similar tribe :wink:

Well, I think version 1.1 of TLHPro is very close to being a realistic glass shader, but as you said, I don’t believe in “simple photorealism” for illustrations - it always has to be “bigger than life” :wink:
Being able to go beyond simple realism is what I find often most important in my work.

So if you slap EasyGlass on a surface with the defaults, you get pretty realistic results, but you can also tweak it way out of bounds and combine it with other stuff if you want.

For quite fantastic surfaces, try combining two completely different materials with the TLHPro: Merger using one of the different layer modes like Overlay etc…

Glow: I always wanted to look into the area of 2D shaders (being done with the “Image” surface of the camera in messiah) but I haven’t found the time yet. I think this would become a whole new package of shaders, from blurs to NPR stuff to glows to different kinds of filters…
But I first want to see some further development of messiah before I think about doing a next round of tools - currently it is way too silent for my taste. This doesn’t inspire or motivate me.

Cheers!