After watching The Incredibles for about the twentieth time in the last two weeks (literally; I can’t get tired of that movie), I suddenly realized how I could recreate the Zero Point Energy effect to some degree. Attached is the result so far. It’s a very lowpoly sphere with one extruded face (I know the ray looks different but this looks cool for now). I applied a subsurf modifier with three render levels and a stucci texture displacement map. The material settings are:
a very pale blue color
“traceable” setting is off
emit value of 1
toon diffuse shader with size at max and reflection at .5
ray transparency with fresnel at 5 and fresnel blending factor at 1.35
(at this point the scene takes 2 and a half seconds to render)
the index of refraction is 1.15 (not really important since it does not produce the correct result anyway)
a lamp is stuck in the middle of the sphere with a pale blue color
(now the scene takes around 16 seconds to render)
Now I have a question:
In the movie there is a flickering blue noise on the effect that for those of you who haven’t seen the movie looks just like a color map was applied to the shape. However, because of the fresnel effect, any color map will be invisible except for on the edges. Is there any way to make a texture ignore fresnel or something to that effect?
Edit: I just thought of a way I could do it with compositing nodes, but it would be better if it would require no compositing.