Hello everyone.
So I think what I'm trying to create is pretty simple but I have spent the past 4 days testing, googling and reading documetations and seems like nothing really works and there is nothing out there on that matter.
Basically, I'm trying to recreate pretty much what Ducky 3D is doing at this moment in this Blender tutorial and achieve a similar look in Mantra, but I haven't found a similar node or techinque to do what he does: https://youtu.be/6zcpOrg8Vqs?t=261 [youtu.be]
So, I am trying to create a glass cube or rectangle that will emit light and I want that light to have a fallof from the center of the object to the edges, with more intensity to the edges and little to zero emission in the center.
I have tried creating an attribute that drives the emission, which works in creating the falloff when I connect it to the base color, roughness and everything else, but when I connect it to the emission intensity, it just won't work properly.
The closest I've gotten was using the Rounded Edge VOP node (https://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html) to create a mask but it just creates weird sharp edges and ramps didn't really do the trick for me,
and also the Edge Falloff VOP node (https://www.sidefx.com/docs/houdini/nodes/vop/edgefalloff.html) which unfortunately seems like it only works perfectly on shperes.
Maybe I haven't used some of these nodes correctly or there is some other way to do that (which is more likely), but how would you go about achieving this look?
Any help would be much appreciated because I just can't make it work and I think the technique to do that would be very interesting.
I am attaching a hip file with the attribute I've used and the scene I'm working on.
Thank you in advance.
Emissive material falloff not working. [SOLVED]
1343 3 0- MrTeeKay
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- MrTeeKay
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So it took a few days to get this post reviewed and approved and in the meantime, I figured out that since I have duplicated the glass geo to add some thickness, I of course hadn't subdivided the interior geo and so the there was no geo for the falloff to work on.
So my problem is solved, but I would still be interested to know if anyone knows of a better way to achieve that effect, or at least if there is a node that can do what the Edge Falloff VOP node does.
So my problem is solved, but I would still be interested to know if anyone knows of a better way to achieve that effect, or at least if there is a node that can do what the Edge Falloff VOP node does.
- jsmack
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The video example is driving the emission with fresnel in some way. I have no idea what the 'blend' channel means for fresnel, but since blender is open source I'm sure you can look it up and figure out the exact math it's doing. Fresnel is a view dependent property and cannot be replicated with non-view dependent properties such as mesh attributes or the 'rounded edge vop'. It looks like it's glowing inside because the fresnel on the inside surfaces of glass at some angles has what's known as 'total internal reflection'.
- MrTeeKay
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