[Bf-funboard] Feature proposal: Cycles Shader "Phosphorescent"

Tiago Estill de Noronha TiagoTiagoT+Bf-funboard at gmail.com
Thu Aug 20 19:45:32 CEST 2015


I think you might be able to create this effect by first baking a diffuse
map of the animation (of the whole animation, not just a frame), then use
some some compositor trickery to combine the frames additively with the
previous frame, while also averaging the result of each frame with black
(the black is to make it fade), repeating the process with it's own results
as many times as necessary to make the glow last for the duration you want.
Then use that animation as the color and/or strength map for a Emission
node added to a diffuse shader (the Diffuse shader is to define how the
material looks when it isn't lighting itself).

On Thu, Aug 20, 2015 at 9:36 AM, Karl Kühberger <karl.kuehberger at gmail.com>
wrote:

> Hi!
>
> For a little animation I was looking for a kind of phosphorescent effect.
> I mean this effect of phosphor color (normally green), which keeps the
> light energy when it is hit by a light source and emits it until
> continuously
> over a certain time.
>
> I now how to obtain this effect in Cycles using animated nodes, but for
> the desired effect it should work automatically because there are too
> many light-sources and moving objects throwing shadows.
>
> I think of a „simple“ shader similar to the already existing „Emission“,
> but with no fixed strength. The strength sould be 0.000 at the beginning
> (or alternatively have a minimum to be set) and which loads up light energy
> until a maximum (max. slider to be set by the user). The collected energy
> should be emitted continuously until the „battery“ is empty. Another slider
> for the speed of discharge would be the icing on the cake.
>
> Is this kind of shader interesting for other people too?
> For me as a non-coder it sounds quite easy to be made (hopefully it is),
> but I know that things often are much more complicated as it seems to
> a noob.
>
> Best regards,
> Karl
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