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added an image for the third point
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Carlo
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You have 3 options to create the glow:

  1. Define the glow with a texture and use that as Emission shader added to your model. The glow haze has to be "baked" into such texture. Limitation: There is no glow outside of object's silhouette.

    This is our starting point:

    enter image description here

    We need to define the glow with a glow texture - it should look like this:

    enter image description here

    • define the color of the glow (you can have different color glows in one texture)
    • size of glow haze with amount of blurring
    • and amount of glow with brightness
      
       Here we made both eyes glow. The emission is added to your previous shader:

    enter image description here

    Keep the emission strength between 0 and 1.

    Advanced:

    You don't have to necessarily make a glow texture, it is possible to extract it from your color texture with nodes inside Cycles to make a procedural glow:

    Let's make a basic Color Key node based off color difference:

    enter image description here

    Next we can key out multiple (or single) colors into a mask and use it on the original color texture to extract areas to glow (example with eyes and teeth):

    enter image description here

    Now only the glow haze is missing, which is easy to do. Get the ImageBlur node from B°wide node pack or make it yourself:

    enter image description here

    It is noising the image mapping vectors, so use like this:

    enter image description here

    Now we just need to combine (add together) the un-blurred and blurred to get our glow (only kept the eyes and deleted the teeth - was just too many nodes to show):

    enter image description here

    Use with your shader as before - this is the procedural result(s):

    enter image description here

  2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

    It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

  3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

enter image description here

You have 3 options to create the glow:

  1. Define the glow with a texture and use that as Emission shader added to your model. The glow haze has to be "baked" into such texture. Limitation: There is no glow outside of object's silhouette.

    This is our starting point:

    enter image description here

    We need to define the glow with a glow texture - it should look like this:

    enter image description here

    • define the color of the glow (you can have different color glows in one texture)
    • size of glow haze with amount of blurring
    • and amount of glow with brightness
     
     Here we made both eyes glow. The emission is added to your previous shader:

    enter image description here

    Keep the emission strength between 0 and 1.

    Advanced:

    You don't have to necessarily make a glow texture, it is possible to extract it from your color texture with nodes inside Cycles to make a procedural glow:

    Let's make a basic Color Key node based off color difference:

    enter image description here

    Next we can key out multiple (or single) colors into a mask and use it on the original color texture to extract areas to glow (example with eyes and teeth):

    enter image description here

    Now only the glow haze is missing, which is easy to do. Get the ImageBlur node from B°wide node pack or make it yourself:

    enter image description here

    It is noising the image mapping vectors, so use like this:

    enter image description here

    Now we just need to combine (add together) the un-blurred and blurred to get our glow (only kept the eyes and deleted the teeth - was just too many nodes to show):

    enter image description here

    Use with your shader as before - this is the procedural result(s):

    enter image description here

  2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

    It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

  3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

You have 3 options to create the glow:

  1. Define the glow with a texture and use that as Emission shader added to your model. The glow haze has to be "baked" into such texture. Limitation: There is no glow outside of object's silhouette.

    This is our starting point:

    enter image description here

    We need to define the glow with a glow texture - it should look like this:

    enter image description here

    • define the color of the glow (you can have different color glows in one texture)
    • size of glow haze with amount of blurring
    • and amount of glow with brightness
     
      Here we made both eyes glow. The emission is added to your previous shader:

    enter image description here

    Keep the emission strength between 0 and 1.

    Advanced:

    You don't have to necessarily make a glow texture, it is possible to extract it from your color texture with nodes inside Cycles to make a procedural glow:

    Let's make a basic Color Key node based off color difference:

    enter image description here

    Next we can key out multiple (or single) colors into a mask and use it on the original color texture to extract areas to glow (example with eyes and teeth):

    enter image description here

    Now only the glow haze is missing, which is easy to do. Get the ImageBlur node from B°wide node pack or make it yourself:

    enter image description here

    It is noising the image mapping vectors, so use like this:

    enter image description here

    Now we just need to combine (add together) the un-blurred and blurred to get our glow (only kept the eyes and deleted the teeth - was just too many nodes to show):

    enter image description here

    Use with your shader as before - this is the procedural result(s):

    enter image description here

2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

enter image description here

added 2663 characters in body
Source Link

You have 3 options to create the glow:

  • paint it into a texture and use that as a mask for Emission shader. The glow has to be "baked" in.

  • render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow

  • add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow is not painted in.

  1. Define the glow with a texture and use that as Emission shader added to your model. The glow haze has to be "baked" into such texture. Limitation: There is no glow outside of object's silhouette.

    This is our starting point:

    enter image description here

    We need to define the glow with a glow texture - it should look like this:

    enter image description here

    • define the color of the glow (you can have different color glows in one texture)
    • size of glow haze with amount of blurring
    • and amount of glow with brightness

    Here we made both eyes glow. The emission is added to your previous shader:

    enter image description here

    Keep the emission strength between 0 and 1.

    Advanced:

    You don't have to necessarily make a glow texture, it is possible to extract it from your color texture with nodes inside Cycles to make a procedural glow:

    Let's make a basic Color Key node based off color difference:

    enter image description here

    Next we can key out multiple (or single) colors into a mask and use it on the original color texture to extract areas to glow (example with eyes and teeth):

    enter image description here

    Now only the glow haze is missing, which is easy to do. Get the ImageBlur node from B°wide node pack or make it yourself:

    enter image description here

    It is noising the image mapping vectors, so use like this:

    enter image description here

    Now we just need to combine (add together) the un-blurred and blurred to get our glow (only kept the eyes and deleted the teeth - was just too many nodes to show):

    enter image description here

    Use with your shader as before - this is the procedural result(s):

    enter image description here

  2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

    It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

  3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

You have 3 options to create the glow:

  • paint it into a texture and use that as a mask for Emission shader. The glow has to be "baked" in.

  • render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow

  • add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow is not painted in.

You have 3 options to create the glow:

  1. Define the glow with a texture and use that as Emission shader added to your model. The glow haze has to be "baked" into such texture. Limitation: There is no glow outside of object's silhouette.

    This is our starting point:

    enter image description here

    We need to define the glow with a glow texture - it should look like this:

    enter image description here

    • define the color of the glow (you can have different color glows in one texture)
    • size of glow haze with amount of blurring
    • and amount of glow with brightness

    Here we made both eyes glow. The emission is added to your previous shader:

    enter image description here

    Keep the emission strength between 0 and 1.

    Advanced:

    You don't have to necessarily make a glow texture, it is possible to extract it from your color texture with nodes inside Cycles to make a procedural glow:

    Let's make a basic Color Key node based off color difference:

    enter image description here

    Next we can key out multiple (or single) colors into a mask and use it on the original color texture to extract areas to glow (example with eyes and teeth):

    enter image description here

    Now only the glow haze is missing, which is easy to do. Get the ImageBlur node from B°wide node pack or make it yourself:

    enter image description here

    It is noising the image mapping vectors, so use like this:

    enter image description here

    Now we just need to combine (add together) the un-blurred and blurred to get our glow (only kept the eyes and deleted the teeth - was just too many nodes to show):

    enter image description here

    Use with your shader as before - this is the procedural result(s):

    enter image description here

  2. Render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow. There will be glow outside of object's silhouette but the result won't be physically correct.

    It is very similar as with the cycles procedural nodes, you also don't have to render some glow mask but instead key it out from colors (which might not be accurate though because lighting can affect the model colors).

  3. Add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow haze is not painted in.

Source Link

You have 3 options to create the glow:

  • paint it into a texture and use that as a mask for Emission shader. The glow has to be "baked" in.

  • render a mask (with render layers for example) and add the glow in compositor with Glare node set to Fog Glow

  • add a volumetric fog environment into your scene to get physically correct glow. Your eyes have to have emissive material also but the glow is not painted in.