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I was wondering if it's possible to make a phosphorescent material that stores the light-energy. I don't mean like fluorescent just by putting a emmision shader.

I mean if light shines on it and then you mute the light, the material stores the light for a period of time until it fades out into darkness. You get this material sometimes on the pointer of analog wristwatches or like on fluorescent jackets.

Hope my explanation is clear

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  • $\begingroup$ You mean phosphorus material. Iam not familiar with materials editing, but I guess that sub surface and some light emission will do the job. Just remember that light emission is for cycle renderer in eevee there will be no reflection I think $\endgroup$ – Fowl Jan 17 at 13:06
  • $\begingroup$ It would be nice to fetch a reference image of what you want to achieve, so we can pinpoint a clear response. $\endgroup$ – Black Chess King Jan 17 at 13:10
  • $\begingroup$ imgur.com/CGLhciB $\endgroup$ – Fowl Jan 17 at 13:20
  • $\begingroup$ youtube.com/watch?v=NkEL59ex8qU $\endgroup$ – Ambroos Vanhaverbeke Jan 17 at 13:30
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    $\begingroup$ As far as I know there is no way to do this with Blender, there is no way to retrieve "light incidence" per surface nor is it possible store a "history" of this data. You would have to manually create some sort on animated texture representing light intensity $\endgroup$ – Duarte Farrajota Ramos Jan 17 at 16:17
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I provided a video for better clarification, also used Eevee because the render is fast, but you can use cycles too.

What you want is to simply animate a emission property and a light brightness, in the case of cycles, you could use only the emission shader.

You will also need another shader when the light fades off, so you mix the emission with the other shader, for a nice effect, I applied the same texture to the emitter. To the sphere to not cast shadow, I simply set the shadows to none in the materials tab.

enter image description here

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  • $\begingroup$ Allright, thank you so much, I understand this but I don't mean the entire material, only the material that is affected by the outside light. imgur.com/a/8gp8BHm I made a visualization on imgur $\endgroup$ – Ambroos Vanhaverbeke Jan 17 at 14:46

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