hello,
i am new to this forum and this is my first post, so i hope i got to the right place.
i am trying to crate an animation of a black hole. (never mind if you don’t know how it looks like).
i attached an image of the problem: the particle’s material in the picture is a halo and the transparent sphere is using raytracing (its around the black one).
my problem is that raytracing isn’t possible with a halo, is there another way to get that kind of gleeing material other than using a halo, or making a halo raytracable?
I would use a particle system. THen I would add a cube with a vortex particle displacement to get them to warp around the center. This automatically creates your black hole. I can write you more information, but for now look at the Blender Wiki or the Blender manual. (Do a search… you’ll find it.)
However, I don’t have any suggestions for your current setup.
the most important thing is that i need something that warps the picture, because i need to simulate the even horizon. the problem is, as i said, that raytracing doesn’t trace halos.
Is your ray-tracer YaFray? I don’t have much experience there… do you even need a raytracer? I just tried a simple vortex particle and halo system using Blender’s built-in engine and the Ray button. Halos appeared for me. Can you use it that way?
Blender has an internal raytracer, and I don’t think Yafray supports Halos. The ray button enables raytracing, but if you don’t have an object using raytracing it isn’t used. Jace, I don’t mean to sound mean, but nothing you said was relevent.
What Guysoft was asking is if an object using raytraced transparency will distort a halo behind it, and the answer is, sadly, no. I don’t know of any other way to do it, so your stuck untill the feature of volumetric particles and/or raytraceable particles is added. Sorry.
make a small sphere about the size of a particle and parent it to the emitter.
Then, go to the object buttons tab (i think that its called that) and turn on dupliverts. now actual objects will replace your particles (and be reflected). you can then use a blend-texture on the sphere to soften the edges and make it look like a particle.
WARNING: very processor intensive on the rendering!
Ok, after doing what jessethemid suggested I fixed the raytracing problem, but I still can’t get a material that looks like a halo.
As you can see below, the matter doesn’t look like a halo (its suppose to be super-hot plasma, so its not supposed to have any shape ie a sphere, it should look like the above).
I tried playing about with the textures, but I am not sure I got it.
The blend-texture doesn’t seem to help, I tried mapping it to all the things i could think of, with no success.
If this works, I’ll be glad to release the .blend file, so we won’t have to go though this again.
The fist, is that I need an xalfa option (it makes halos emit light), thats an option that is only possible with halos.
The second, is that the blend-texture won’t make a mash look like a halo, because its mapped on a 2 dimensional plane (not in the 3d space in the sphere but on it!). so that doesn’t work nether…
This I can help you with. The Xalpha is Extreme alpha, not emit. Emit is available for meshes and halos, and can do the same thing, fortunately.
First, turn the A level (below the RGB sliders) down to 0. Then, turn on Ray transperancy. This will fix it for each one to be transperant. Turn off specularity, and turn reflection all the way up (Not raymirror, reflection, top of the shader buttons). Make sure it has IOR all the way down! Make an Old Track of the sphere to the camera (so it faces the camera) and make a sphere blend texture. Back in the material settings, change the texture material to the same color of orange you have the material colored. Then, turn on Emit and Alpha in the texture settings in the materials buttons. Almost done! Now, go into the Map Input tab in the texture settings in the materials buttons, and leave the settings alone EXCEPT the buttons with [][x][y][z] three times. On the first row, turn on X. In the seccond row, turn on the blank one. In the third, turn on Z. Now render! It looks like a halo, but it is calculated in raytracing!
Edit: both on the “Halo” and the transperant sphere bending the light, you should have raydepth to 10.