Xenon Material
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- Posts: 7
- Joined: Tue Jul 07, 2009 10:08 pm
Xenon Material
Hi,
Today, I saw a beacon of a BMW.
And, I would like to make this effect on blendigo but I don't know which way to begin.http://www.bmw.in/in/en/newvehicles/z4/ ... lights.jpg
Can you help me please?
Today, I saw a beacon of a BMW.
And, I would like to make this effect on blendigo but I don't know which way to begin.http://www.bmw.in/in/en/newvehicles/z4/ ... lights.jpg
Can you help me please?
Re: Xenon Material
U want bluish light then set emitter temperature ~5600-12000 K
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- Posts: 7
- Joined: Tue Jul 07, 2009 10:08 pm
Re: Xenon Material
Okay, thanks for the answer.
But what kind of light I must put in the scene? And the emitter it's for the glass sphere?
But what kind of light I must put in the scene? And the emitter it's for the glass sphere?
Re: Xenon Material
In theory u need to create the model as close to real shape as possible.
Even Xenon lamp. Diffuse material for emitter is ok, but not pure white, use 0.8-0.8-0.8
Even Xenon lamp. Diffuse material for emitter is ok, but not pure white, use 0.8-0.8-0.8
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- Posts: 7
- Joined: Tue Jul 07, 2009 10:08 pm
Re: Xenon Material
Okay I will try it but already I ve a problem with the emit and his intensity.
- Doug Armand
- Posts: 1038
- Joined: Fri May 16, 2008 5:49 pm
- Location: London UK
Re: Xenon Material
Hi SuperIndigo
You might get a better response if you post more details about your problem - it's hard to know what to suggest if all we know is that you have a problem with the emitter and intensity -
Too much intensity or too little? are you using Rheinhard tone mapping or camera? etc.
The more info you give the better the answers will be
You might get a better response if you post more details about your problem - it's hard to know what to suggest if all we know is that you have a problem with the emitter and intensity -
Too much intensity or too little? are you using Rheinhard tone mapping or camera? etc.
The more info you give the better the answers will be
Doug
Doug Armand
Doug Armand
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- Posts: 7
- Joined: Tue Jul 07, 2009 10:08 pm
Re: Xenon Material
Well, I make a lamp in the headlight with emit at 20 lm and a light blue. The glass is a basic glossy transparent fix at 2000 exponent and 1.33 IOR. Its color is white without subsurface scatering.
The tonemap is reinhard.
But I'm not completely satisfied. Do you have some ideas to give me??
The tonemap is reinhard.
But I'm not completely satisfied. Do you have some ideas to give me??
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Re: Xenon Material
Xeon lamp is ~3500 lm
U may use fog for cool effect, but it's very very slow.
U may use fog for cool effect, but it's very very slow.
Re: Xenon Material
Hi SuperIndigo, basically an headlight is made of three elements: the lamp, a deflector (mirror) and a glass lens.
Before you are happy with those, you should remove the fog, it's not helping you.
You can easily create a deflector from a cone or hemi-sphere (cut at equator); select one edgeloop each two and move/scale them in the proper direction to make sort of stairs.
If you want to see the caustics effects, first (remove fog and) put a white diffuse plane in front of the headlight.
Reinhard is good for shapes previz, you should better not use it to calibrate lighting.
I'm adding this image, savagely linked from
http://images.google.fr/imgres?imgurl=h ... f%26um%3D1
Before you are happy with those, you should remove the fog, it's not helping you.
You can easily create a deflector from a cone or hemi-sphere (cut at equator); select one edgeloop each two and move/scale them in the proper direction to make sort of stairs.
If you want to see the caustics effects, first (remove fog and) put a white diffuse plane in front of the headlight.
Reinhard is good for shapes previz, you should better not use it to calibrate lighting.
I'm adding this image, savagely linked from
http://images.google.fr/imgres?imgurl=h ... f%26um%3D1
obsolete asset
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- Posts: 7
- Joined: Tue Jul 07, 2009 10:08 pm
Re: Xenon Material
What does it mean "remove the fog"? I never make the fog in the headlight!
I do not understand sorry...
I do not understand sorry...
Re: Xenon Material
Oh oops I was deceived by the dull tonemapping, my bad. Looked like an uniform phase function for subsurface scattering.
obsolete asset
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