Hi,
I Just want to share a solution that I found for using in a cycles scene where I needed to have a kind of vortex of light. I managed to make it with the simple use of a PNG image as a texture for a emitter shader. I achieved what I needed and it might be useful as a substitute of particles - I got the textured transparency and light emitter at the same time and I can even choose the color for it. In the example below it resembles a galaxy (no particles involved ;)) but it can be used with any other texture (dots, lines, a face, clouds, whatever) as long as it is a white based texture.
It’s simply a plane like any emitter mesh used for lighting in cycles but instead of being a flat color we can apply a texture making the emitter plane not a flat light.
I could only achieve this effect with white png and no background - I assume that a black background will not work because the alpha in image is what matters to make the transparency in the material output.
i was wondering about galaxie
so this is an emission plane but with an image texture applied
i remember another thread wheere we treid to shine emission through a textured plane
and it did not show the texture onto another objecct !
image is not white on black so it is not an alpha image?
how to do it ?
you just make a white image and add some bluish on it may be?
can it be done in paint may be?
or only in Gimp using may be an alpha layer ?
Here is another image with some tests I made. The emission is based in the image texture being brighter where there is 100% of white and dimmer in other areas below the 100% of white (with blur effects for example).
As you can see the applications are practically endless and can be very handy in some projects - no particles, no volume and no post-processing. I’m sure some other tweaks may work (between type of image and node setup) but for now I can only do it with white painting in a single layer (no background at all).
I use mainly photo-paint and paint.net (the last one works very well with PNG files).
Exactly! or some “Tron” suits with UV unwrap… or a devilish tatoo than sinhes red fire… whatever
I got into this solution when trying to make a vortex/wormhole in a cycles scene.
The only thing that is really missing is a way of previewing the material node output with cycles, otherwise it’s a mad trial and error to get a decent material.