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Halo effect

Hi, I want to do several intermittent lights in 3d studio max with an halo effect around them, but I want to do everything inside 3ds max, no postpro.

So I've made a test adding a plane on the top with an alpha in the opacity channel, activating additive opacity in the material (in standard material / extended parameters). It has color when it is on, but when it's off is grey, neutral.


The problem is that the plane illuminates all the time behind it with the color added, even when the light is off, and I don't want this.


Am I doing something wrong, or it's like that? Supossedly the plane should be illuminated and colored by the object behind it, not the inverse..




light_on.jpg


Light_off.jpg

Replies

  • styx
    Hi, No idea about how to do it?

    I've been making some tests in photoshop and I think what I'm looking for is some kind of overlay fussion mode.
    But in Max in the extended parameters of the standard material I have only additive or substractive mode.. (and filter that could be the equivalent of a normal fusion mode in photoshop maybe?)

    Is there any other way to do this?
  • commander_keen
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    commander_keen polycounter lvl 18
    styx wrote: »
    but I want to do everything inside 3ds max, no postpro.

    Thats the problem. Also bloom is a purely additive operation. It will always brighten the color behind it, thats the entire point. But this usually isnt a problem because any pixel that blooms should generally be brighter than, or at least pretty close to white.
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    may i ask why you don't want to do the bloom in post? that would be the best way to do it.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    I would stick a sphere somewhere, where the 'shine' is, and render that separately, then attach the effect to that sphere in Post (Aftereffects, etc... and one done, delete that layer, and overlay ontop of my final render with not effects.
  • styx
    Thanks for the replies, yeah I guess the easy way would be the postpro. That or animating the luminosity channel of the halo aswell.

    I was just trying to get this effect as I would in an external game engine but inside Max, and then I ran into this issue.

    I believed that it would be easier.
    I guess some game engines works that way for certain volumetric effects, without using postpro, isn't it?
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Game engines render it to screen and post indeed (the correct term is escaping me right now).

    I think your could render a nice 'glow', but if I'm not mistaken, it will require a Light-Tracer/Mental-Ray, with the specific glow set to camera, etc...

    I tried this years ago, without plugins, I couldn't get it look and work properly without some serious elbow grease. So gave up and now pretty much do everything in game-engines.
  • styx
    :) Yeah I'll give up, I'm not quite worried about that.

    Probably there are some plugins for that. Curiously your comment remembered me the BlurBeta plugin pack, where are a lot of tools for doing effects inside max. Maybe there is something useful there:

    http://www.splutterfish.com/sf/WebContent/BlurPack

    I'll check it when I have time, just for curiosity.

    Thanx
  • Piflik
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    Piflik polycounter lvl 12
    Realtime or offline rendering?

    Mental Ray has the Glare Camera Output shader that puts a glare around very bright surfaces.
  • Mark Dygert
    If you're looking for bloom/glow in the viewport and you're using 3dsmax, you should check out ShaderFX.
  • Eric Chadwick
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Piflik wrote: »
    Realtime or offline rendering?

    Mental Ray has the Glare Camera Output shader that puts a glare around very bright surfaces.

    That's exactly something I did a few years back, but if I'm not mistaken, it doesn't take into consideration camera distance unless you set it up manually, and when it did, it didn't respect 1:1 size match.

    I could mistaken, and maybe it changed, but that was my last experience with it.
  • Thegodzero
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    Thegodzero polycounter lvl 18
    Wait are you asking about adding bloom?

    If so that's dead simple,
    Hit 8 to open the environment and effects panel, select the effects tab, add a blur effect, under blur parameters open the pixel selection tab, uncheck whole image, check luminance and change the numbers to to get the desired effect.
  • Piflik
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    Piflik polycounter lvl 12
    Ace-Angel wrote: »
    That's exactly something I did a few years back, but if I'm not mistaken, it doesn't take into consideration camera distance unless you set it up manually, and when it did, it didn't respect 1:1 size match.

    I could mistaken, and maybe it changed, but that was my last experience with it.

    Since glare happens in the camera's lens and not in the ether around the light, it ought to be independent of the distance.
  • styx
    Good alternatives and interesting tricks. Some of these features of max I didn't even know they existed..
    I also didn't ever heard about Shaderfx. It looks good.
    Thanx :)
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