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3ds Max 2012 Bible - Kelly L. Murdock [487]

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Size Curve button accesses the Radial Size dialog box. Figure 46.22 shows several glow effects where the radial size curve has been altered. The curves are, from left to right, roughly a descending linear curve, a v-shaped curve, a wide u-shaped curve, an m-shaped curve, and a sine curve.

FIGURE 46.22

These glow effects are distorted using the Radial Size function curves.


All these colors and function curves have map buttons (initially labeled None) that enable you to load maps. Useful maps to use include Falloff, Gradient and Gradient Ramp, Noise, and Swirl. You can enable a map by using the check box to its immediate right.

The Glow Element Options tabbed panel

The Options panel of the Glow Element rollout defines where to apply the glow effect. In the Apply Element To section, the first option is to apply a glow to the Lights. These lights are selected in the Lights section of the Lens Effects Globals rollout using the Pick Light button. The other two options—Image and Image Centers—apply glows using settings contained in the Options panel.

In the Image Sources section, you can apply glows to specific objects using the Object ID option and settings. Object IDs are set for objects in the Object Properties dialog box. If the corresponding Object ID is selected and enabled in the Options panel, the object is endowed with the Glow Lens Effect.

The Effects ID option and settings work in a manner similar to Object IDs, except that they are assigned to materials in the Material Editor. You can use Effects IDs to make a subobject selection glow.

The Unclamp option and settings enable colors to be brighter than pure white. Pure White is a value of 1. The Unclamp value is the lowest value that glows. The Surf Norm (Surface Normal) option and value let you set object areas to glow based on the angle between the surface normal and the camera. The “I” button to the right inverts the value.

Figure 46.23 shows an array of spheres with the Surf Norm glow enabled. Because the glows multiply, a value of only 2 was applied. Notice that the spheres in the center have a stronger glow.

FIGURE 46.23

The Surf Norm option causes objects to glow, based on the angle between their surface normals and the camera.


In the Image Sources section, options enable these glows to be applied to the Whole scene, the Alpha channel, or the Z buffer with specified Hi and Lo values.

The Image Filters section can further refine which objects to apply the glow effect to. Options include All, Edge, Perim (Perimeter) Alpha, Perim, Brightness, and Hue. The All option applies the effect to all pixels that are part of the source. The Edge, Perim Alpha, and Perim options apply the effect only to the edges, perimeter of the alpha channel, or perimeter of the source. The Brightness option includes a value and an “I” invert button. This applies the effect only to areas with a brightness greater than the specified value. The Hue option also includes a value and a color swatch for setting the hue, which receives the effect.

The Additional Effects section lets you apply a map to the Glow Lens Effect with an Apply option and a map button. You can also control the Radial Density function curve or add a map for the Radial Density.

Tutorial: Creating shocking electricity from a plug outlet

In addition to the light objects, lighting in a scene can be provided by self-illuminating an object and using a Glow render effect. Self-illuminating an object is accomplished by applying a material with a Self-Illumination value greater than 0 or a color other than black. You can create glows by using the Render Effects dialog box or the Video Post dialog box.

Cross-Reference

For more information on applying glows using the Video Post interface, see Chapter 49, “Compositing with Render Elements and the Video Post Interface.” •

Working with a faulty electrical outlet can be a shocking experience. In this tutorial, you create an electric arc that runs from an outlet to a plug. To create the effect of electricity, you can use a renderable spline with several vertices

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