Emulate light scattering using a volumetric emission shader
Using Volumetric scatter produces the most accurate results but required a considerable number of render samples to get satisfactory results. A much more efficient alternative is to fake the light scattering using an Emission volumetric shader.
Create an image of the light emission - black where ...
This can be done in compositing with a displace node driven by a texture.
1st, let's see the basics.
In the node editor, select compositing and backdrop.
Now add a displace node (shift+A to open the menu or click "add")
link it to the image and to a viewer node (Ctrl+Shift+Click on the displace node) and you can move the image on X and/or Y with the X/Y ...
By inverting the RGB channels before splitting them I was able to create a working setup that is also easier to understand.
Here is the new node setup:
There are a few things that can probably be tweaked and improved, but in essence the problem is solved.
Everything in Blender is artificial. (lighting, shading, ...)
Blender Cycles has the rolling shutter functionality. Go to the scene settings and enable motion blur. In the Shutter Type, select Top To Bottom. Make sure to choose a relatively large shutter time and a small rolling shutter duration.
Compositing can be used to create a pixelated effect. Masks can be used to control where the pixelation occurs. The animation below shows an animated pixelated window.
Steps to create a pixelated effect in an animation in Blender 2.76 w/ Cycles.
Create the scene and lighting.
Add an object which will act as a mask for the pixelation region. Put this object ...
The Glass BDSF material in the Cycles renderer does this quite nicely. The controlling variable is the IOR (index of Refraction). Set it to 1.0 and the lens will act like it is made of air (no effect, in essence). Keep it at the default 1.45 and apply the material to a lens-shaped object, and you should see the effect you are looking for. Play around with ...
You should look at the sunbeam node in the compositor - after render, you can add several filters and color mix nodes, but a really good way to get this effect seems to be with the sunbeam node to control the lighting effect. I didn't have time here, but you might try several versions mixed over one another with varying lengths of ray so that they seem to ...
A polygon-rich approach
I gave it a go with a shower of particles. This may be a little bit too resource-intense for just a background feature though.
I created a simple "room" with
a double-layered window (two plane meshes);
a plane out in the sky, almost vertical, with a particle system;
two strong wind force fields that push the ...
From a physically based rendering point of view, the problem you are running into is that Blender's HDR tone mapping is trying too hard to be helpful.
The effect you see in the reference image occurs due to blown highlights from a high dynamic range image being clamped to a low dynamic range. For example, the color (300, 1000, 300) might be clamped to (255, ...
This is a post effect as it occurs inside the lens. I have used a mask to create the ring, then added some noise from a cloud texture, this is distorted radially to make streaks (that you could animate). Then this is coloured with a fringe using the Projector node.
Make a single mask with 2 circle shapes on their own layers:
Layer one use Add function
If you are trying to achieve this effect on the right:
Use the compositor and distort the source image with a Lens Distortion Node in projector mode. This can make it appear like a fisheye lens. Security cameras have a wide field of view. You could add horizontal lines to simulate an old tube monitor screen. Use a wood texture node and scale the x axis to 0 ...
If you really want to use Cycles: Add a box which encloses the entire scene, add a principled volume shader to the box and play with Density and Anisotropy:
In comp you can add a Denoise node to save render time and a Glare node to introduce a soft glow:
If the volume takes forever to render, a few blur nodes with various blur amounts can introduce a '...
There are various ways to accomplish this. I will share two methods that I've found work well.
1. The Transmission Mask Method (for stills)
This method involves modeling a simple foot object that will pass in front of surfaces that are to appear wet or imprinted upon. The wood material in this case uses the Light Paths node to mask between wet and dry ...
In addition to the dynamic range of the light coming from the surrounding environment, also consider the dynamic range and exposure level of the camera.
If your HDRi is significantly brighter on one side, then it should be as simple as pointing the camera into the sunset (or whatever the source of bright light is) and adjusting the exposure so that the ...
The post you reference in your question is almost 10 years old and appears to rely on Blender features and APIs that are no longer available.
The code is definitely not for an OSL shader - so using a Script node will not work - it's actually a python script.
The first 'import' statement attempts to import 'Node' from package 'Blender' - as far as I ...
I used particles with refraction shader, with random rotation in Global Y axis.
The particles were rectangular planes, and their material used the "Object info > Random" value to randomize what each particle does.
I used Math > Multiply and Modulo to vary the randomized value into multiple different values to change the IOR for Refract shaders, optionally ...
For a cartoonish effect trail create a dummy object for your trail smoke, in this case I used an icosphere.
Create a particle emitter attached to you moving object, in this case I used a simple plane. Animate it somehow so it moves about your scene.
Add a new particle system to your plane. Make sure it emits from faces, physics as Newtonian, turn on ...
You can directly undistort footage in the Sequencer, once you have it set up correctly in 2.8.
Open up the movie clip editor and open your footage.
To properly choose some distorsion value, we will have to be able to preview the result. Go to the top right of the movie clip editor, click on Clip Display and check Render Undistorted. This will give us the ...
That's actually quite challenging. I wonder if the maker of your reference image used some compositing.
At least I think separate lights were used for the background objects.
And to answer your question, Eevee's Bloom makes a nice colored glow :)
Here's my try:
Use the compositor Glare node with the type set to 'Fog Glow'.
Ensure you have a suitable emission material behind the 'windows' to ensure there is a bright area for the glow to act on. Add a 'Glow' node and set the type to 'Fog Glow'.
Adjust the parameters of the Fog Glow and/or change the intensity of the emitter to get the desired effect.
No glow, a ...
I don't think particles are the way to go for this effect
If you are just looking for a 2D style animation you can easily do this with bezier curves and shapekyes or the offset property.
Just add a circle to your scene, duplicate it a few times (as many as desired) and scale them up a constant scale factor so they dist the same from each other.
Join them ...
That can be done also with Cycles nodes:
The idea is to use a generated texture (say a noise texture for instance) and to offset each line by the amount give to the corresponding line of the generated texture).
You can add various effects, like shifting up/down or side, more or less dividing the image, etc...
Use input texture ...
Similiar to icYou520's answer you could create a special lamp and add a volumetric container. Since this is very render-intense here comes another hack.
Model by jahjavjaz
Is is a planar ngon which move vertices away from the center untill they detect a collision. This is done by a somewhat interactive python handler.
Execute the first code sample.
You could try using Blender's Displace node fed with a Voronoi texture. If the displacement is to rough then apply some gentle blur also driven by the texture.
To achieve the daubed paint effect I have added a Bilateral blur node to constrain the blur. I feed this with a mixture of the source image and the Voronoi texture.
There is a function which creates a very close effect to the one you're describing.
In the Properties Panel, go to the object section and under Duplication, select Frames.
Duplicates of the object in its state from the specified Start and End frame are shown on all frames. To create the echo, set a keyframe on both properties.
Then, go to the graph editor ...
Sorry I forgot you used Cycles.
If you used Eevee, would this be of any help?
In my opinion, rendering Cycles volumetrics can be very time consuming. In some situations, it might make sense to composite Eevee volumetrics on top of Cycles renders.
This is possibly easier to achieve in post production through the compositor.
You probably don't even need Cycles or "formal rendering" for somethning this simple. You can use the *OpenGL Render active viewport" or animation at the bottom of the 3D view.
Then add the glow effect and colors as desired in the compositor. You can use a Filter > Blur or a ...