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So I was working on a night scene with a model of a mustang. My scene looks similar to this: Car lights

I was wondering if anyone knew how to produce the glow of the rear lights; how they start orange, but are red around the edges.

This is what I have tried so far: First Try The light source is a point lamp behind the glass.

Any help would be appreciated!

Edit:

Here is the lights isolated from the rest of the car: enter image description here

Here is the wireframe: enter image description here the four dark circles are the front lights

there is a point lamp behind them and the back grey part is glossy with 0.2 roughness

Edit 2: Changed to Filmic colorspace: enter image description here

Edit 3: Final Render using Luke D's suggestion: enter image description here

Edit4:

Here's the blend file of the rear lights:

Edit5:

Second Render after Luke D's suggestion: enter image description here I think it came out rather nice.

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  • $\begingroup$ Could you please provide more screenshots of this model back lights? Or just the name of the model itself. It looks to me like the inside of this light is colored. $\endgroup$ – cgslav Dec 10 '17 at 13:51
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    $\begingroup$ Make sure to use "Filmic" Colorspace, your intensity of the lights is not quite high enough. Also show use the wireframe of the glas or upload a model. $\endgroup$ – Leander Dec 10 '17 at 14:02
  • $\begingroup$ I just added the wireframe and isolated image of the rear lights. I also changed to filmic color space $\endgroup$ – Grimlock Dec 10 '17 at 14:08
  • $\begingroup$ related: blender.stackexchange.com/questions/66047/… $\endgroup$ – cegaton Dec 10 '17 at 14:54
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Final image with Compositing:

final

Different Color Ramp and Mapping node setups.

variations

Scene overview:

Scene has three elements Emission source, Glass mesh and mesh to enclosed both of them. Also HDRI lightning.

scene

Emission source:

Three Spheres with Emission shader mixed with Transparent (pure white, #FFF) by Light Path > is Camera Ray. We don't want to see'em.

emission

Glass mesh and material:

Material:

Most important thing here. It's colored Transparent Shader mixed with Glossy by Layer Weight to have glass like reflection and to let light go trough. Don't forget to set Mapping node accordingly to your mesh.

You can control how much white, orange and red color you want.

glass

Mesh:

This is just quick mesh created with Poke Face.

mesh

Final thoughts:

I've used also Glare node in Compositing to have nicer overall look.

compositing

Blend file:

Without HDRI lightning.

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  • $\begingroup$ Roight. Will try this and get back to you $\endgroup$ – Grimlock Dec 10 '17 at 16:58
  • $\begingroup$ right so this kind just doesn't work with the scene I have put up an image of the final render using this method $\endgroup$ – Grimlock Dec 10 '17 at 18:58
  • $\begingroup$ @Grimlock Strip only light part from the blend file and upload it to: blend-exchange.giantcowfilms.com It's hard to tell just from the screenshot. Maybe it's because of the mesh behind the light. If it's not white diffuse it could lead to such result. Did you check my blend file? Is there everything ok? $\endgroup$ – cgslav Dec 10 '17 at 19:19
  • $\begingroup$ I just uploaded the model of the rear lights $\endgroup$ – Grimlock Dec 10 '17 at 20:58
  • $\begingroup$ @Grimlock It's because you have set Clamp Direct (4) and Indirect (1). Setting it back to 0, 0 bring light strength to normal. $\endgroup$ – cgslav Dec 10 '17 at 21:10

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