Hi guys,

I'm guessing Matthias used a VSL Curve object with an UV coordinate horizontally and Surface:illumination vertically... or something like that. When rendering with global illumination, such self-illuminating objects actually cast light on the surroundings, but normally one would turn its shadow casting off and use a Special light source, like Neil already said.

One thing that could help, especially if you want to project shadows from behind onto the membrane, is the Paper shader (translucency).


BTW, i still use RS regularly for my Internal Reflections project that requires CSG rendering (anyone remember Chuck Henry?)!


regards & good luck,
Mark Heuymans



[email protected] schreef op 23-1-2015 om 19:19:
Good to hear from you guys!

The "mattglass" material is the one I have been trying to get right because that is what is suggested in the user manual. I was fiddling with the ambient and diffuse settings of it, but either it gets too bright or it gets too transparent.

The look in Matthias' pics is absolutely gorgeous. I don't think I have ever tried anything near what you are talking about, but I will try to figure it out. :-)

Thanks for the replies!

/Fredrik

On 23 January 2015 at 18:13, Matthias Kappenberg <[email protected] <mailto:[email protected]>> wrote:

    http://the-final.com/weihnachststern.jpg
    http://the-final.com/weihnachtsflyer_2009_003-1.jpg

    Both are made with a spherical selillumation map.
    I've use the w from the uvw direction on
    a ramp to adjust the power for the illumination.

    Unfortunatly I can't find the RS scene files, soory.

    Hope that's helpy,
    Matthias

    Am 23.01.2015 um 16:32 schrieb MarquisDeSang .:

        I normally fake the effect with a glowing material.

        On Fri, Jan 23, 2015 at 10:16 AM, [email protected]
        <mailto:[email protected]> <[email protected]
        <mailto:[email protected]>> wrote:

            He slowly lifts the dusty lid and carefully peeks inside
            the box. He
            whispers "Is anyone alive in there?"

            Unfortunately it doesn't happen very often, but from time
            to time I fire up
            RS3D to play a little. This is still my favourite 3D
            modelling tool as I
            might have become too old to learn new user interfaces.

            One of the many things that I never managed to get my head
            around in RS
            though is how to make a good material for translucent lamp
            shades. Imagine a
            thin, white shape of plastic covering a light bulb, be it
            a sphere, a
            pyramid or whatever. This plastic is not transparent in
            the sense that I can
            see through it, but it is transparent enough to let the
            light from inside
            pass through and make it look as if the entire object is a
            light source. In
            addition, the material diffuses the light to make softer
            shadows. This last
            effect might be desirable in the VSL material but it is
            not critical as long
            as I can get the effect of a naturally glowing shape that
            doesn't block too
            much light from the actual light source within.

            Can anyone please assist me in this as it has been bugging
            me for years and
            years?

            Best regards
            Fredrik



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