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, ...
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 '...
You can manually input values higher than 1 in the red,green,blue fields of the emission color of the principled shader. Keep in mind that this is a workaround and will not mimic exactly how a classic emission shader works when you tweak its strength.
For ease of use you can use such a setup : Add an rgb node in order to input the exact color you want the ...
It has nothing to do with the painting per se.
First, you need to paint the emission map of your shader :
Make sure to use black as blank color when creating the texture, so it doesn't emit light when nothing is painted.
I don't use the Principled BSDF's emission here because there's no strength input.
The glow itself comes from his viewport which is in ...
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:
Reframing the idea behind “Alpha” as occlusion should make the idea clearer, where “Transmission” is a degree of filtration.
The 0.0-1.0 range in alpha represents the degree of occlusion from 0% to 100% in a properly encoded image, while the RGB represents the quantity of emission. Something can be completely unoccluding (0.0 alpha, 0%) and emitting (nonzero ...
As Jachym says, you can get a good result with the Principled BSDF (choose a color for Emission, a Strength value will be implemented in the next Blender):
You could also mix the Emission with a Diffuse, but it looks like it needs some subtle tweakings to keep the bloom and prevent the color to be burnt:
As Jachym Michal says you can create a box with volumetric. A lighter solution is to fake the glowing with a Layer Weight/Facing node:
Create your object.
Create a sphere that contains your object (here displayed as wireframe) and give it a Subdivision Surface modifier to make it smooth.
Give it the following material, which is a mix between Emission (with ...
While howering mouse over a Strength value in Emission node, you can press I key to insert a keyframe for this parameter. Move in Timeline to another frame. Move mouse over node strength parameter and press shortcut again.
To adjust blending between keyframes to get on /off effect switch to Graph Editor, select all keyframes and switch handle type from ...
You can get pretty good results with Translucent BSDF and a point light inside.
Emission shader isn't best, because it's uniform across the whole surface, nad doesn't receive shadows.
Settings are the same for both engines, but Cycles uses slightly lighter translucency color
For Eevee I enabled Bloom, for Cycles I'd probably use Glare node in Compositor.
I did some testing. You can use this as a reference sheet :).
Power : Strength ratio is 10:2,5 (for 1m² area)
Area lights use Power (W), Mesh lights use Strength
Mesh light used - default plane with Emission shader
Intensity and size relationship
Area lights - maintain their intensity with increased size.
Mesh lights - increase their intensity with ...
Couple of things to note here.
Mesh lights do not work in EEVEE the same as Lights (mainly they do not cast shadows). I've pointed to it here: In Blender 2.8, how do I light an EEVEE scene with an HDR?
You can use Point Light to have effect you want without baking anything. Use Radius and Strength to manipulate it.
You need to turn on Screen Space ...
The glare node works based on a threshold value. Meaning only the pixels that have values larger than the set value will be affected by glare/bloom/glow.
Use a lower value until you get what you need.
Also, keep the mix at $0$. If you set it to $-1$ you are actually cancelling the effect completely.
Value to control how much of the effect is added on to ...
Use something like this. make sure to change your blend mode.
For an energy shield effect, you can try adding a wave texture (vertical lines) with a bit of distortion to make it look "energized", and mixing it with a gradient texture to make the field "weaker" in the middle.
Since you are using over exposed Emit pass as a mask, there is no way to get proper pixel mix with rendered image. Even more because of border's pixels contaminated by background color (on antialiased edge). Also in your answer I can see edge in your render. Probably a bit better because of differences on Multiply values rather than mix type.
What I would ...
I think the usual Light Path/Is Camera Ray node would work for you. Basically, showing only the original non-emission color to the Camera and using Emission node for everything else. This allows you to increase the Emission Strength without affecting the color reaching the camera.
As for your... uh... missing(?) light
The default world shader, and an example object;
Your file when first opened;
Disconnecting... whatever you were trying to do there;
Adding a default cube;
Decreasing the strength of your dome's emission... significantly;
As for the point light question
I disconnected the emission (which generates light) and ...
It looks like you want Eevee for easy bloom?
You can repurpose an edge lining technique for it. Give your object two materials and a solidify modifier with a material offset. Make one material black, and for the other, give it emission for backfaces, but transparency for front faces:
Note that you'll need to enable some sort of blending (alpha clip is ...
I tested the bpy.data.particles["star1"].frame_start = 400 in Blender 2.83 and it worked fine.
In Blender 2.82 though it did indeed set the Frame Start value only to 200 as mentioned in the question.
The reason is Blender making internally sure, that the start value can't exceed the end value, which by default is 200. Should you set the end value ...
The simplest for me would be to use the object pass-index.
This is supposed to be used in the compositor workspace but the value can be accessed in the shader editor. It is an integer value so if you want more precision, you can add a math node set to divide between the "Object Info" node and the "Emission" node.
When they're one object, you need to use UV mapping. When they're
separate, it'll work right away :). – Jachym Michal 30 mins ago
Making the planes separate objects was the solution (or working with UVs).
If you are asking for backlight - ambient light behing a TV lightning a wall ...
add Area light between TV and wall that works for Eevee and Cycles
Using emission material require Light Probe - Irradiance Volume for eevee engine that seems to be too short distance between emiter and receiver, so probably harder to setup.