Artwork > Anim8or Challenges

[ COMPLETE ] Challenge #15: ...and then there was light.

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Arik_the_Red:
Everyone's works are so nice and varied in nature.

I'm having to withdraw. The time I hoped to have for this would have been mostly over the weekend, but since it is a holiday I'm tied up with family things and cannot do as I hoped.

3Dgeek11:
@$imon: I'm not sure I quite understand what you mean. I don't get if you're talking about my render, or what it should look like?

Basically, if I understand right, I need to make it to where you can't see through the edges, but still be transparent, and still be more solid in the middle?

EDIT: I re-read it and I think I get it. Maybe by using the Shell tool?

Thanks, though. =]
Your render looks cool. :D

Also, everyone else did a great job!
3DGeek

Mills:
3Dgeek: There are two fairly straightforward techniques you could try get some glow in your ghosts:
1) Create a local light and parent it to the ghost object, ensuring it is at the centre (ie remove the default Y+200 offset). Make the light very local (start: 5, end: 500 - depending on your object size). Then make your ghost object material two sided. Set the front to 0.0 visibility, and the back to a high specular value (1) and somewhat visible (0.4), with a low rough value (around 4). The light will cause bright specular highlighting across the far surfaces of the ghost object, and the edges will be less lit, creating the effect of a glowing centre. This has the great advantage of your ghosts actually casting a glow on any objects they fly near.
2) Create a single flat plane (a 1x1x1 cube and delete four points). Create an image of a gradient white circle on a black background (sample attached), use this as a transmap on a new texture with a strong glow (in whatever colour you require, white or blueish-white). Add this as a child of your ghost, and adjust it to be slightly larger than the ghost object. You may need to push this slightly behind your ghost object to avoid unsightly overlaps between semi-transparent objects. If you set this new object to be facing the camera, it will keep itself aligned in the scene and work even if you move the ghosts around.
Here's a very crude preview using both techniques:

Mills:
Nice work everyone so far. This is my final entry, my aim was to keep it 'on topic', hence the unfinished clay look is very deliberate. I'd like to do a load of tweaking, but I know I won't have the time before the deadline so figure it's best to just post it now. This is straight out of v.95 scanline, no post work whatsoever. Not sure what you can see from the setup screenshot, but have included it anyway to be compliant.

3Dgeek11:
Thank you so much, Mills!  :D That helped a lot. I used the first method. It worked perfectly.

Also, your render is very nice. Pleasant. =]

Attached is my final render. There was no post-production except for my "logo".
But I attached the lighting setup, also. To show it, since I'm supposed to. Also, if you're wondering how it's so dark even though there's no explanation in my image, I used fog.

Hope it gets voted for. :D


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