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brockmann
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Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Technique one

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

Technique two

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

Here is what I came up with:

Adding a glow without affecting close parts of the handle

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade

enter image description here

  1. Enable Transparent in Render settings > Film

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result

enter image description here

Reflections and refractions:

Technique one

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

Technique two

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages

  • Applies glow to inter reflections/refractions

Limitations

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

added 96 characters in body
Source Link
gandalf3
  • 159.3k
  • 62
  • 622
  • 1.2k

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

added 779 characters in body
Source Link
gandalf3
  • 159.3k
  • 62
  • 622
  • 1.2k

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractionsReflections and refractions

HandleHandle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of the handle

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

Here is what I came up with:

Adding a glow without affecting close parts of the handle:

  • The handle mesh is on scene layer 6

  • The blade and other objects are on scene layer 1

  1. Create a material for the blade:

enter image description here

  1. Create two renderlayers, one for the handle and one for the blade:

enter image description here enter image description here

By setting the handle layer to be masked by the blade, we get the glow to be added behind the nearer parts of the handle.

  1. Enable the Object index pass for the blade renderlayer, and set the Pass index of the blade to 1 in Properties > Object > Relations.

  2. Composite nodes: (click for full size)

composte nodes example image

Result:

enter image description here

Reflections and refractions:

##Technique one:

Without and with reflections and refractions blurred: (click for full size)

enter image description here enter image description here

Limitations:

  • Reflections of reflections of the blade will not have glow applied. (likewise for refractions)

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

Here is a Blendfile for you to inspect.

##Technique two:

  • All objects except for the handle and the blade are visible on layer one

  • Refractive or reflective objects are visible on layer 7 as well as layer 1

  • Objects that are not refractive or reflective are visible on layer 3 as well as layer 1

  • The blade is on layer 2

  • The handle is on layer 6

  1. Enable Transparent in Render settings > Film:

enter image description here

  1. Create four renderlayers: (click for full size)

Blade Reflections and refractions

Handle Scene

  1. Composite nodes: (click for full size)

Composite nodes

Here is a blend for technique two

Advantages:

  • Applies glow to inter reflections/refractions

Limitations:

  • Materials that are both reflective/refractive and something else (e.g. diffuse) will be blurred. The only way to really solve this with compositing is to put each partially diffuse/reflective object on its own renderlayer.

enter image description here

You could fix this particular example by adding separate materials for the glossy/diffuse aspects of the shader and separating with the Material index pass.

  • The glow on reflections and refractions will be applied on top of reflections/refractions of the handle.

enter image description here

You could fix this by adding another renderlayer, but this will use up more render time and it may not be worth it for such a small detail.

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gandalf3
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