Lighting for the filament of a lightbulb
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I want the light of the filament of a lightbulb to cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender
light lighting
add a comment |
up vote
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favorite
I want the light of the filament of a lightbulb to cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender
light lighting
Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I want the light of the filament of a lightbulb to cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender
light lighting
I want the light of the filament of a lightbulb to cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender
light lighting
light lighting
asked 4 hours ago
Aragon Buckle
61
61
Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago
add a comment |
Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago
Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago
add a comment |
2 Answers
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oldest
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up vote
2
down vote
Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.
As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
add a comment |
up vote
2
down vote
This is a simple example of how to do it properly. Note that it also work for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.
As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
add a comment |
up vote
2
down vote
Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.
As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
add a comment |
up vote
2
down vote
up vote
2
down vote
Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.
As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.
Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.
As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.
answered 3 hours ago
troy_s
9,68922456
9,68922456
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
add a comment |
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
as pointed out by @Gez, and this answer, mine was so wrong, it had to go..
– Robin Betts
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.
– Gez
2 hours ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.
– troy_s
1 hour ago
add a comment |
up vote
2
down vote
This is a simple example of how to do it properly. Note that it also work for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
add a comment |
up vote
2
down vote
This is a simple example of how to do it properly. Note that it also work for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
add a comment |
up vote
2
down vote
up vote
2
down vote
This is a simple example of how to do it properly. Note that it also work for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.
This is a simple example of how to do it properly. Note that it also work for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.
edited 2 hours ago
answered 2 hours ago
Gez
1,812618
1,812618
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
add a comment |
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
Thanks for your remark, but... I worked for over a decade in yer actual film, up to my elbows in chemicals, and then I came up with an answer like that! :D
– Robin Betts
2 hours ago
add a comment |
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Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?
– Duarte Farrajota Ramos
2 hours ago
blender.stackexchange.com/questions/53359/…
– Duarte Farrajota Ramos
2 hours ago