Looking back at the files, I realized I actually used two different techniques for the images… don’t know how I forgot that, well well…
The 2nd render uses some material node balancing to separate the emit value and the actual indirect lighting effect from therein. Here’s the blend file:
Now take a look at this picture:
It’s the material applied to the glowing objects. I made it this way:
- Set up a material with appropriate color and emit value, so that the environments are well lit. Don’t worry about the actual object itself just yet.
- Enable nodes for your material. Pull up the node editor.
- Duplicate the material input. Make it single user by clicking on the number next to the material name. Now drag it’s output socket to the input socket of the output node. It should look identical to the screenschot attached (minus the normal trick off course).
- Lower the emit value of the duplicated material.
The way this works as I understand it is that the approximate indirect lighting now associate the first material with the light source. It’s emit value will now affect the lights that spread to the other objects. The other material, however, will only affect the object in question. You can crank the emit value up and it won’t affect the indirect lighting, and you an turn in off, making it render completely non-glowingly and with the shading completely visible. Or you could mix in some fancy normal gradient like I did.
I don’t really like this approach that much, since it gives no good indication of predictability, and could quickly change behavior in future versions of blender. But for now, it works.
While this hack does not utilize render layers (and the first technique depend on them) setting up render layers is practicable.
With an object selected, press ‘M’. This will open the all-so-familiar object layer menu. To move an object to multiple layers, hold shift while selecting layers. Then, when setting up the render layers, the object will reside on more than one object layer in which case it’s just a matter of selecting the right object layers for each render layer.