Website powered by

Material Experiments - Adding Glowy Bits to Things

Did some fun experiments by trying pair the Emission Shader with various other properties and node setups! Some worked great, some didn't, lots of stuff was learned.

Glowing emission shader using the fresnel property as a color ramp cutoff. I dunno, Suzanne's looking pretty spooky here.

Glowing emission shader using the fresnel property as a color ramp cutoff. I dunno, Suzanne's looking pretty spooky here.

Now the emission shader is paired to the volumetric property. Add a glass shader to the surface, and now she's looking kinda like a night light.

Now the emission shader is paired to the volumetric property. Add a glass shader to the surface, and now she's looking kinda like a night light.

I tried using the volumetric lighting setup before, paired with a quick hair particle system, hoping for a furball with a cool glowy light coming from the center. Turns out, calculating all that was hell for Cycles and I ended up with lots of fireflies.

I tried using the volumetric lighting setup before, paired with a quick hair particle system, hoping for a furball with a cool glowy light coming from the center. Turns out, calculating all that was hell for Cycles and I ended up with lots of fireflies.

So instead, I tried pairing the emission shader on a color ramp based at the roots of the fur.  It turned out much, much cleaner, with a way faster render time, and looks super dope.

So instead, I tried pairing the emission shader on a color ramp based at the roots of the fur. It turned out much, much cleaner, with a way faster render time, and looks super dope.

Here's the material node setup that I ended up with for the hair.

Here's the material node setup that I ended up with for the hair.