The input to the glare node is b+w so in the range 0 to 1.
You have set the glare node threshold value to 1 so it only affects pixels with a value greater than 1, in other words nothing. Reduce the threshold value
I understand it all… thanks for quick response,
when you putt in a glare node its on 1.000 default… never thought to softer the value…
Now I can continue again
Its poor Andrew Price start making groups true everything so I don’t know what the heck he’s doing with last effect…
Anyway I’ve complete the glare effect… but now am wondering how am going to render it… because he’s not explaining it…
when I render it its not add the compositor?
Node on the left (called “Render Layers”) is your input node. It includes everything from the scene that was enabled before rendering. Composite node on the right is the result of compositing step you are creating with the nodes. Whatever connects to it, is the result from the compositor.
Rendering is the heavy processing step. You get the result from that and in this case you are using compositor which is a post-processing step. Meaning, whatever you render, compositor uses that as an input and pushes the post-processed version out.
Viewer node is just a preview tool to show the result when you build the compositing node tree. You can save result connected to it in the UV/image editor manually, but that won’t work if you make an animation.
You have multiple outputs in the render layers node. First one is the original render result, combined.
Since you don’t want to add glare to the whole image but just a part of it, you need some way of separating those wanted elements from the original. That’s where you have used object index (IndexOB output) which is a black and white mask.
You could use that mask to separate the original objects from the original image, but since the original objects are 80% white, ignoring that and using the mask itself makes this very simple. Glare effect is made separately and that then needs to be added to the original. Literally adding the greyscale image on the original could give the desired end result, which can be connected to composite output.
Edit:
If the objects were colored, that would make it so that the glare would have to be colored too. There would be two options then: mask the objects from the original image and use glare for that, or use the mask for glare and color it afterwards, before combining it to the original image.
I made another example where the original objects are orange and use the former method to add the glare
I understand a lot of your explaining, but I don’t know what to do with it to make my scene into a png file.
just don’t understand with Andrew price tutorial that when the last connection is done there is no explaining what to do next…
I’ve watched 3 other videos of other people and they stop at the same point…they also don’t explain and show what to do next,
Ok. When you render (F12), Render result is shown in the UV/image editor and so is the composited result of that. Open image menu -> save as. You can then choose the file type, file name, and save.
If the composited result doesn’t show, make sure you’re viewing render result (says “Render result” on the header) and that the layer it shows is called “Composite”.
really… and people cant just add that into there tutorial video…
just LOL for seeking hours and hours for the solution wile its only 1 step to go,
Thanks JA12 for the simple answer, Now I can look to your link about more info of the glares,
You give me more information than I can handle… but after all you help me and it works,
I do pick up things from your explanation and am thankful for that,
I still cant render a simple text with out cracked edges, wile finding the solution I’ve learned new things
render object with transparent background
Render only the first layer and you get some kind of graffiti effect on the Object-background
Max the options wont always help for best result (I think there more people mistaking in this)
Glare compositing + Finish file as png.
I’m going to mess around to get a glare on the tree from the sun,
I do have some ideas how it should be done… the environment is I think the background sun sky texture and not the light sun,
I think I should make a passes index 2 on a object that’s in the front of the tree
And also I think I should work in different layers to give it little extra effect for end results.
Again thanks for the help… I really appreciate it,
Color mix in substract mode with the red label is muted (hotkey M), it doesn’t do anything. When the original and glare is combined, the original blobs get a bit brighter. Substracting the mask from the glare afterwards is one way of showing the original as it was, if it’s important (it’s not in this example).
The mask itself is used for glare, and its result is multiplied with the color before combining. Color mix in multiply mode is used.
I then compared the result to the previous method you already tested and the difference is so small that you have to look at the color values to see it. Black from the color difference means there is no difference, but there are some values greater than 0.
Edit:
Using object index as a way to separate things from the original is nice. Using material index (IndexMA instead of IndexOB) goes the same way.
But the most important separation method is with the render layers and learning that is absolutely necessary when you do compositing. If you use compositor in your projects, you’ll use render layers all the time. Luckily it’s not any harder than using object index once you get the hang of it.
I already linked to my explanation in another thread, and I linked to blenderguru tutorial because he goes through the basics of using render layers too.
O boy… I don’t get it already… as usual lol,
I see something with add a layer… I’ve done it and named it glare ball… but I’ve no idea what it dos and if its connected to the ball,
I do have a little idea how it works with the nodes, only yeah its totally new what to do… also the mute is new for me,
So ill need some EASY explanation and as you say you linked a tutorial video of Andrew price,
I can follow him easy but I see no video link anywhere… so am going to ask you about the video,
Is it the one you make a green glow text falling down + some smoke and bits get shot away when the text hit the ground?
Ive done that one long time ago and its in blender render… if am wrong I hope you remember the video name and ill try to find it
The link includes a timestamp that takes you to the render layers part. Note that the tutorial is a bit old and that the render layers are not in the render properties anymore, but next to them
Lol I almost watched that video few hours ago because I wanted collared glare…
but then I remembered that you posted something about it… am going to watch it and give it a try,
ok 1 problem already… I don’t have the option > Include to turn off the sky?
And than question : what if I’ve got a scene with a sky? (coz the main project dos)
You are using Cycles then. Render properties -> film -> check transparent option on.
Also I forgot to mention… Don’t do what AP does in the video to connect the viewer node. Just ctrl+shift+left mouse click on a node to connect viewer to that node. Click again and it connects it to the second input.