Richard Posted July 18, 2008 Share Posted July 18, 2008 Hi guys, long time listener first time caller. I am working on a pinball project at the moment and Ive run into a small snag. I want the objects my pinball hits to light up and I am unsure of the best way to achieve this effect. The objects will be made of mostly plastic type material. I have tried placing lights inside of objects but this just kills the light off. I investigated using subsurface scattering but really I want the object to light up from the inside. I had considered faking this in comp by using my ambient occlusion shadow and colouring it but I need the light effects to show up in the chrome pinball. In certain other programs I would make the pinball bouncers etc self illuminating objects thus turning them into a light source and that would sort it but I am unsure of how to go about this in houdini. I have attached a file with an rbd ball hitting objects which cause a light to go off (this was done in chops using objid) Im sure one of you brilliant people will be able to give me some help. Cheers Richard rg_self_illumination.hipnc Quote Link to comment Share on other sites More sharing options...
old school Posted July 18, 2008 Share Posted July 18, 2008 If you add a light template and reference the light shader parameter to a VEX Global Illumination light shader set to Full Irradiance you can use irradiance. Then assign a constant shader to the objects that you want to emit light and set it to a very bright value. See the attached hip file for one example set-up. You can also use PBR to get the surfaces to glow and emit light. glowing_tube.mov lit_object.hip -jeff Quote Link to comment Share on other sites More sharing options...
Richard Posted July 23, 2008 Author Share Posted July 23, 2008 Thanks for your help Jeff This solution works quite nicely. It should be great for the upclose stuff. I will take a look into some alternative methods for the background action as this one is a little expensive on the rendering end. Quote Link to comment Share on other sites More sharing options...
Aearon Posted July 26, 2008 Share Posted July 26, 2008 another option could be to instance lights across the surface of your glowing object, using the points of your geometry or a scatter sop. Quote Link to comment Share on other sites More sharing options...
jason_slab Posted August 4, 2008 Share Posted August 4, 2008 If you add a light template and reference the light shader parameter to a VEX Global Illumination light shader set to Full Irradiance you can use irradiance. Then assign a constant shader to the objects that you want to emit light and set it to a very bright value.See the attached hip file for one example set-up. You can also use PBR to get the surfaces to glow and emit light. glowing_tube.mov lit_object.hip -jeff hey Jeff In your example you have the vm_gibounce param exposed on your objects, they don't seem to be doing anything for me when i adjust the bounces between 0 to 10, I'm guessing this isn't right? jason Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.