I would subdivide the strands pretty highly and then from every of those
strand positions shoot a ray towards the camera that stops n number of
times along the way to check for other strand positions close to it and if
it finds any increases the brightness of the color at the originating
strand position.
It is kind of computationally expensive, but since it's just something you
slab on at the end before rendering it doesn't really matter.


On Thu, May 2, 2013 at 2:14 PM, Morten Bartholdy <x...@colorshopvfx.dk>wrote:

> **
>
>  Thanks for the suggestion, but I am not sure how you would do that Chris
> - if I comp a trail onto itself with screen or additive the whole trail
> will get brighter - the thing I am looking for is for the trail to render
> additive out of the 3D render, so where a trail covers itself it will get
> brighter.
>
>
>    Morten
>
>
>
>
> Den 2. maj 2013 kl. 11:21 skrev Chris Chia <chris.c...@autodesk.com>:
>
> > You could achieve this in compositing inside FX Tree.
> >
> >
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> > Sent: Thursday, May 02, 2013 4:58 PM
> > To: softimage@listproc.autodesk.com
> > Subject: Tips on volumetric strand render
> >
> >
> > I am doing glowing trails using strands and it is working pretty much
> like I want it - see attached greenish trails with glowing tips. I have one
> snag though - the client really likes the look seen in the attached
> Trapcode still (the multi clored one) - much like lightpainting with long
> exposure time, so overlapping trails and especially bends in the trail
> become brighter by the exposure effect.
> >
> >
> >
> > So my question is, is there a way to achieve something similar with MR
> and volumetric rendering of strands? Currently I am piping a gradient with
> high values for the glowing tip into the ambient slot of the Particle
> Volume Cloud, which would not provide the look my client likes :/
> >
> >
> >
> > I would very much like to avoid finding an AE artist to do this in
> Trapcode since I need these trails to fly in between and behind 3D objects
> in the scene, and preferably also reflect in the surfaces of said objects.
> >
> >
> >
> > Any tips are much appreciated!
> >
> >
> >
> > Cheers - Morten
> >
> >
> >
> >
>

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