Help with transparent material lighting
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Hi, I am working on a luminary as art. It involves a plane of semi translucent solid surface material about 1Mx1M being held of a wall by an aluminium structure. The structure encompasses a circular fluorescent lamp with the words "Without light we need not have eyes or anything else"
The problem is I thought it would be a simple task to create a lamp and shine it through a semi transparent material using the render engine Twinmotion. I could not have been more wrong. It seems it is impossible And whilst I could fake the lighting I need the integrity of "real" lighting as a shadow study. I have also tried Raylectron and still cant get the diffusion I require. It seems I know nothing of how lights operate in render engines.My question is could somebody tell me if I can achieve what I have outlined in any render engine? I have included a faked up veiw of the effect I hould like to get close to.
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If the shader in your render engine/s has support for emission maps. Where black is no light and white is light you could then create a black and white image that mimics the effect. The grey values would gives you the falloff you need.
If your render engine supports Spotlights that can accept emission maps I would try that.
Rayscaper does support Diffuse Transmission but not images in the Emission channel of a spotlight yet.
With some tinkering you could use a PBR shader with the Diffuse Transmission dialled to your liking and a spotlight positioned so 3d text casts a shadow. Transmission controls how much light behind an object can be seen through it.
So my non-answer answer is to keep experimenting to see what your shaders can do. As soon as you model to real world you encounter issues and the topic becomes more advanced are harder to pull off.
Sometimes render engines an produce happy accidents if you hack away.
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Thanks Rich, some of those terms are beyond me but I will look into it
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