Skip to main content
added 190 characters in body
Source Link
user1853
user1853

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (in this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want:

enter image description here (click on the image to enlarge)

Now, if what you want is to have is a more realistic "fog" effect, you need an environment (or a domain) with volume scatter. If you use volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.

enter image description here (click on the image to enlarge)

And don't forget that you can combine volume scatter with a glare node in the compositor as well:

enter image description here

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (in this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want:

enter image description here (click on the image to enlarge)

Now, if what you want is to have is a more realistic "fog" effect, you need an environment (or a domain) with volume scatter. If you use volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.

enter image description here (click on the image to enlarge)

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (in this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want:

enter image description here (click on the image to enlarge)

Now, if what you want is to have is a more realistic "fog" effect, you need an environment (or a domain) with volume scatter. If you use volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.

enter image description here (click on the image to enlarge)

And don't forget that you can combine volume scatter with a glare node in the compositor as well:

enter image description here

added 443 characters in body
Source Link
user1853
user1853

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (iin this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want:   

enter image description here (click on the image to enlarge)

Now, if what you want is to have is a more realistic "fog" effect, you need an environment (or a domain) with volume scatter. If you nave the world haveuse volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.

enter image description here enter image description here(click on the image to enlarge)

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (i this example any value larger than 1 will be affected by the glare). You can also choose the number of streaks you want:  enter image description here

Now, if what you want is to have is a more realistic "fog" effect, you need an environment with volume scatter. If you nave the world have volume scatter as volume, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources) enter image description here

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (in this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want: 

enter image description here (click on the image to enlarge)

Now, if what you want is to have is a more realistic "fog" effect, you need an environment (or a domain) with volume scatter. If you use volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.

enter image description here (click on the image to enlarge)

added 443 characters in body
Source Link
user1853
user1853

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (i this example any value larger than 1 will be affected by the glare). You can also choose the number of streaks you want: enter image description here

Now, if what you want is to have is a more realistic "fog" effect, you need an environment with volume scatter. If you nave the world have volume scatter as volume, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources) enter image description here

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (i this example any value larger than 1 will be affected by the glare). You can also choose the number of streaks you want: enter image description here

If you want a glare with lines it is easy to do in the compositor.

In your scene add an object and give it an emission shader and use a strength that is more than 1.

Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (i this example any value larger than 1 will be affected by the glare). You can also choose the number of streaks you want: enter image description here

Now, if what you want is to have is a more realistic "fog" effect, you need an environment with volume scatter. If you nave the world have volume scatter as volume, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources) enter image description here

Source Link
user1853
user1853
Loading