I’ve made a nice tutorial on simulating a bloom effects in Blender. From the tutorial:

Bloom is an effect used in many forms of CGI that simulates an error in camera lenses. It causes bright
areas in an image to appear more blown out. In this tutorial, we are going to be trying to achieve this effects
in Blender.
The bloom effect is achieved through nodes, and as such you need to have a basic knowledge of the node system to follow along.

I am aware of a couple of spelling mistakes, and one unclosed bracket, so just bare with me.

Get it here:

Well I haven’t look thouroughly to it, but it’s more like a glow option rather than a very special feature.
Still thanks for the contribution though.

A glow is much more general. From a point of view, bloom is a glow, but it is exclusive to brighter areas.

I have been testing with this… either i just couldnt learn to use the “blend” gradients efficiently… but … i made slight addition to it. I added “brightness / contrast” node right before the “bloom” map is alphaovered ontop of the original image… this allows me to handle intensity of the bloom better.

thanks too much :slight_smile:

Dude, I think you just showed me how to fix my bloom setup; my current one I’m not doing the alpha right so it darkens everything that’s not blooming and makes the edges of things next to background sliky …

Though a darkening bloom can be useful for dramatic effects like oh, spells in some of the later final fantasys, it’s not as general purpose :slight_smile:

Hey Guys,

Nice work dear

plz send me their details

in hurry

good to know ;]

hmm well ive been playing with the tutorial and a plane and adjusting values… it seems if you use 2 different objects… say a square in a square… then give the outer a very subtle thin bloom then the inner a slightly more pronounced bloom… add a texture of say reports flashing in the middle and you have a crude hologram panel… gonna work with it some more to see how more refined i can tweak it