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Asked By | gumbomasta |
I’m trying to make my glow effect maintain its as glowing surfaces move further away from the camera. This is especially prevalent in interior scenes.
The only way for me to achieve this is if I dial everything way up, but then the closer emmissive surfaces give off the effect too strongly.
Has anyone else encountered this issue and what are your strategies for dealing with it?
thanks!
-CMD
Close up (notice the flourescent light)
Far away.
Post processing setup:
Perhaps it would be better to use Spatial shader for this. Environmental glow seems to work as short light source, but You are looking for stable glow ?
Inces | 2023-05-15 15:29
correct. I desire for this glow to maintain consistent intensity regardless of distance. For the record, the emission surface is coming off the StandardMaterial3D.
gumbomasta | 2023-05-15 15:55
How would it look, if instead of emission, You would enter a shader and multiply its ALBEDO ?
ALBEDO = vec3(1.0) * 10.0 ;
Light effect around object will be dismissed, but You can eventually add some emision on top of multiplied color. Also try it on both MULTIPLY and ADDITIVE render modes
Inces | 2023-05-16 12:39