Hey guys, how would you approach recreating this light effect? Quality is priority and vaccum tube is going to be used in microworld, so it's relatively large (like a tree)
What I did so far, is this:
Basically I separate glass and internal part meshes, so I have option to disable 'cast shadows' in them - as far as I know, if you combine meshes (via import for example), you don't have separate mesh settings anymore (which is important because I need to disable 'cast shadow' for those parts so it doesn't block light). Then added emissive to filament, subsurface material to tube wrapping the filament, and another material, glass, then finally placed single spot light inside filament (which lights freely as you have sss + no shadow casting glass and wrapping tube.
I wonder how I can improve it, it's mostly about nice yellow-orange gradients
Other way could be hand painting emissive materials for both filament and wrapping tube, in painter, using baked thickness map to fake sss effect
but im not sure about quality, what do you think? It probably more time consuming as well considering I have 10+ vacuum tubes to do.
PS. I noticed without DFAO, light passes through glass with cast shadow, but with DFAO, glass blocks light until I disable cast shadow from glass. Is it bug, or expected feature/limitation?
Also, the eternal ue4 pain, no good glass
I need to work on getting nice reflections..
Replies
An alternative could be to use a cubemap but thats kind of limited. Like if you don't know how to get its mip maps, you are limited on constant roughness. This would be way cheaper though. Using an unlit material and a cubemap. But it would be lower quality as well, because of the single cubemap and no parallax correction.
To get bigger glow, use much higher emissive value. You can also tweak the bloom settings in the post process volume.
I don't think distance field shadows supports translucency though.
Your glass currently looks too uniform, but as for your reference, the dust and fingerprints are very apparent, and they help break up the "solid" look.
It's an interesting challenge this, I'm half tempted to have a go myself (but I won't)