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Glow / Bloom to specific objects

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Viewing 15 posts - 1 through 15 (of 16 total)
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  • #69344
    visualizer
    Customer

    Can anyone help to find a way to apply postprocessing effect of bloom to specific material in scene not to others?

    Is there any material setting in blender? or any puzzle arrangement?

    I studied the post processing example a bit but its not helping.

    #69345
    xeon
    Customer

    I am interested to see if anyone has a solution to this. In my experience Bloom is a screen based post processing effect. The brighter the material / more emission it has the greater the effect. Unfortunately, the settings that we have to control bloom are very limited so just about everything is affected unless you have lots of mats close to black.

    The only way I have been able to create controlled bloom like effects is to create a image plane with glow. Not a great solution but it can work depending on the mesh. You can either constrain it to the camera or create a series of the planes (similar technique to creating low poly trees) and you can animate it using a sprite sheet. Not sure if would work in your particular use case but its a quick work around.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69347
    kdv
    Participant

    https://www.soft8soft.com/topic/post-processing-puzzlesbloom/#post-68708

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #69348
    xeon
    Customer

    yup….like I said…emission control is all we got and everything is effected …maybe slightly…in some cases but effected.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69350
    visualizer
    Customer

    Xeon correct.
    Verge team should do something about this.. I guess.
    I have attached a image screenshot of deviation in both applications. Blender and verge.

    kdv
    I saw the thread, But is it 3ds max or Maya or Blender dependent? I tried raising the value to 100 and 2000 from 50. but still other things catch the glow effect unnecessarily.

    Its really a question of how to achieve this effect ?

    Its a simple architectural setup. Every time we can’t expect a space like super black background.
    How to get through it?

    • This reply was modified 1 year ago by visualizer.
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    #69353
    visualizer
    Customer

    The only way I have been able to create controlled bloom like effects is to create a image plane with glow. Not a great solution but it can work depending on the mesh.

    Yeah, that’s an epic trick to get expected thing somehow. Need to have something sound and better option

    #69354
    kdv
    Participant

    But is it 3ds max or Maya or Blender dependent?

    No.

    You should enable HDR rendering for a better glow effect.

    https://v3d.net/rlt

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #69364
    visualizer
    Customer

    kdv
    I am exploring & have started with this field of advanced immersive technology with business case applications.

    If you feel it can be interesting to you; Can I have your profile or overall understanding of your expertise? do send me on visualizer2010@gmail.com

    #69366
    xeon
    Customer

    apply postprocessing effect of bloom to specific material in scene not to others

    The answer is no. If you use a post process effect all materials period.
    With that said you can minimize the effect by controlling your lighting, controlling the emissive properties of other materials, use very rough and flat materials, minimize reflections, etc.

    As an example…take a the material KDV has provided. Apply it to a sphere. Create a plane with pure white (255, 255, 255) with emission of 0, (black). Place an area light in front of the sphere perpendicular to the plane. Be sure to scale the area light to be as larger or larger than the plane. You should have a plane with a small sphere in the middle. Use the V3D bloom puzzle KDV shows. Make sure HDR is on and you end up with both the white plane and the blue sphere glowing.

    Now this is an extreme example but it proves the point…all materials are affected on bloom is turned on. If you have brand colors and a company that is going to be picky about their specific RGB values…. bloom is pretty much useless as it can cause color to shift colors as even when they don’t look like they are affected by bloom (ie. dont have a glow). Not to mention the color shift get worse based on camera angle.

    Now some artists and companies don’t care, requre or their project will allow a bit of creativity, in which case you can tune your scene to your liking.

    But the original question was and may be I was mistaken…can you control it to be only one material and the answer is no. You can only minimize the effects it has on those materials.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69368
    kdv
    Participant

    The plane in your example is not glowing. Look at the corneres. All the glowing you see is produced by the sphere and this effect is increased by the area light. But the pure white plane is just lit without any bloom effect produced by its material.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #69370
    visualizer
    Customer

    Xeon
    in your setup did you check the Use HDR rendering ? That somehow brings a little relief to creator or artist. It doesn’t look fool proof & versatile yet.

    However I really feel verge should have some better option to control & handle the glow effect. Glow effect in product showcasing is something which enhances the overall look & feel. Especially in consumer market it deals good I guess.

    #69371
    xeon
    Customer

    Here is a different example. A single sphere. Default BSDF with emmision set to 0 and emission color set to black. Using the same bloom puzzle settings. 5000W area light.

    An object that has all its emission turned off…still glows.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69373
    kdv
    Participant

    you didn’t get the point? :scratch: the threshold should be more than 1 (2+ or even 10 in some cases) to filter really bright spots or materials with a very strong emission. the bloom pass searches for bright spots in the scene and the threshold defines what is bright enough and what is not.

    5000W area light.

    And what did you expect? No glowing with such a bright light on the white surface? The amount of light reflected or emitted matter for the bloom effect. Not only emissiom matters, the light in general matters. The bloom pass won’t work with no lighting at all. HDR rendering matters because RGB values are not clamped to 1. The red color can be represented as rgb(100, 0, 0) and for the bloom pass it will be much brighter than the pure white color rgb(1, 1, 1).

    See this demo https://v3d.net/ggb. It’s working exactly as expected.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #69374
    xeon
    Customer

    The point is… all colors /materials are affected. Bloom is a post process effect that affects bright pixels. And process all pixels to some degree. The point is you can not control bloom to one material or object… it’s pixel brightness based. You can minimize it, you can probably get it to work ok for creative non brand work but it affects all materials with or without emission and light and other factors affect bloom.

    If you can get it to do what you need great but the answer to the initial question is still no

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #69375
    kdv
    Participant

    all colors /materials are affected.

    No.

    Bloom is a post process effect that affects bright pixels.

    Yes.

    See the source code for the Bloom Pass. It filters bright areas. The brightness is defined by the threshold.

    Two different materials. Both are pure white.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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