Xenon Material

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SuperIndigo
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Joined: Tue Jul 07, 2009 10:08 pm

Xenon Material

Post by SuperIndigo » Sun Jan 10, 2010 4:22 am

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?

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Meelis
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Location: Estonia

Re: Xenon Material

Post by Meelis » Sun Jan 10, 2010 8:02 pm

U want bluish light then set emitter temperature ~5600-12000 K

SuperIndigo
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Re: Xenon Material

Post by SuperIndigo » Sun Jan 10, 2010 10:48 pm

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?

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Meelis
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Location: Estonia

Re: Xenon Material

Post by Meelis » Mon Jan 11, 2010 9:17 am

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
Image

SuperIndigo
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Joined: Tue Jul 07, 2009 10:08 pm

Re: Xenon Material

Post by SuperIndigo » Thu Jan 14, 2010 3:53 am

Okay I will try it but already I ve a problem with the emit and his intensity.

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Doug Armand
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Location: London UK

Re: Xenon Material

Post by Doug Armand » Thu Jan 14, 2010 4:10 am

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 :P
Doug

Doug Armand

SuperIndigo
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Joined: Tue Jul 07, 2009 10:08 pm

Re: Xenon Material

Post by SuperIndigo » Tue Jan 19, 2010 6:02 am

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??
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Meelis
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Location: Estonia

Re: Xenon Material

Post by Meelis » Tue Jan 19, 2010 11:47 pm

Xeon lamp is ~3500 lm
U may use fog for cool effect, but it's very very slow.

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CTZn
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Location: Paris, France

Re: Xenon Material

Post by CTZn » Wed Jan 20, 2010 6:16 am

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

Image
obsolete asset

SuperIndigo
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Joined: Tue Jul 07, 2009 10:08 pm

Re: Xenon Material

Post by SuperIndigo » Thu Jan 21, 2010 2:11 am

What does it mean "remove the fog"? I never make the fog in the headlight!
I do not understand sorry...

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CTZn
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Location: Paris, France

Re: Xenon Material

Post by CTZn » Thu Jan 21, 2010 4:53 am

Oh oops I was deceived by the dull tonemapping, my bad. Looked like an uniform phase function for subsurface scattering.
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