Ambrosia Garden Archive
    • Creating Volumetric Engine Glows in Bryce


      Hello people.

      Im really finding it hard to create good engine glows in bryce, which would be suitable for using for in game graphics. The more they resemble the ATMOS ones the better... Any help on how I can make them?

      l e g i o n

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      The heart goes streight from sugar to coffee.

    • Quote

      Originally posted by Legion:
      **Hello people.

      Im really finding it hard to create good engine glows in bryce, which would be suitable for using for in game graphics. The more they resemble the ATMOS ones the better... Any help on how I can make them?

      l e g i o n

      **

      Volumetric? First try a surface material....set to fuzzy, zero diffusion, ambience high, transparency to high. If it is getting lost add "additive" to the material. Make sure cast and receive shadows are turned off. You may also have to play with the total size of the graphic (select everything, add the camera, group and scale) -- within B4, at least, you can't change the size of the fuzzy edge relative to the size of the fuzzy object. To get that look of whiter core and darker penumbra, try nesting two cones with materials set as above.

      Combine this with a sharp fall-off radial light. That way, the drive flare will cast light back towards the rear structures of the ship. I haven't played with B5's "true ambience," which turns an object into a light source.

      Or render in Carrara, where you have fire objects, glows, lense flare plug-ins... I do like Bryce, but for a specialized task like this....

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      "I know the stranger's name."
      Turandot