Guest Demfis Fyssicopulos Posted February 22, 2014 Share Posted February 22, 2014 Dear all, What is the best way to create a sphere that renders as lit from the inside? df Quote Link to comment
Benson Shaw Posted February 22, 2014 Share Posted February 22, 2014 One way is to enable a Reflectivity>Glow shader to the sphere's texture. The Brightness can be set to more than 100%. Another is to actually put a light inside the sphere and adjust the sphere texture transparency. I think the Reflectivity>Backlit works, too. I think I recall Monadnoc using this? -B Quote Link to comment
Guest Demfis Fyssicopulos Posted February 23, 2014 Share Posted February 23, 2014 (edited) Hi Benson, Thank you!. The problem with the GLOW shader is that it looks flat. There is no intensity decay from the center outwards and it ends looking just like a dot. BACKLIT looks better but it gives the sphere an "Ecuador" outline for some reason. Edited February 23, 2014 by Demfis Fyssicopulos Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted February 24, 2014 Vectorworks, Inc Employee Share Posted February 24, 2014 When you use Backlit make sure that the texture also has its Cast Shadows turned off. Quote Link to comment
Guest Demfis Fyssicopulos Posted February 24, 2014 Share Posted February 24, 2014 Thank you Dave! Quote Link to comment
Elite Exhibits Posted March 12, 2014 Share Posted March 12, 2014 One easy trick, is to have a sphere with the color as a Texture - (Put a light inside - no shadows - if the sphere is glowing red - make this light red) - and another sphere over all ... Each has different properties. Inside sphere Glow or Backlit Shader - The outside sphere could be clear and glossy. The Backlit shader may also need to be the matching color. And to get that reflective look, make sure there is something in the scene to be reflected. Quote Link to comment
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