| Glow Color | Glow Spread | Noise | Render Tree Usage
Shader Type: Output
Output: Color (RGB) value
Is a 2D process rendered on top of the rendered image. It creates a glow effect on the rendered image, which means you must wait until the initial image is rendered before seeing the glow effect.
|
Color |
Defines the glow’s color. The selected color cannot be intensified. |
|
Opacity |
Controls the glow’s opacity. 0 = transparent; 1= opaque (glow is intense enough to conceal any color behind it) |
|
Intensity |
Defines the glow’s intensity. Tip: Switching object color on and increasing this parameter results in a more protruding glow. |
|
Object Color |
Uses the object’s color to determine the glow. Tip: Leaving this parameter off increases rendering speed. |
|
Heed Depth |
Switches on a depth-buffer algorithm for the glow. Objects in front of the glowing object(s) will then obscure parts of the glow properly. Due to the inherent imprecision of the tag channel, a slight under- or overlap may occur on the object’s edges. Tip: Leaving this parameter off increases rendering speed. |
|
Safe |
Takes the intensity of the underlying object into consideration when adding the glow. |
|
Glow Only |
Creates the glow only into an output file. Useful when the glow is applied on an object that will be composited into another scene. |
|
Size |
Defines how far the glow stretches from the object. |
|
Minimum Level |
Controls the precision of the glow. An algorithm searches outward from the object: as the algorithm moves outward, its level drops. Tip: If the value is too high, the edge of the glow becomes visible. Lower the value a little until the edge is not visible. This parameter can make a big difference to the scene’s rendering time. |
|
Linear |
Changes the curve to a linear one, which makes the glow more visible but less attractive. |
|
Exponential |
Changes the curve to an exponential one, which makes the glow less visible but more attractive. |
|
Exclude Object |
Does not apply a glow to the object itself, only to its edges. Tip: Use this parameter when you don’t want the glow to obscure the object. |
|
Shrink Object |
To reduce edge artifacts you must shrink the apparent size of the original object before applying the glow. Tip: When working with narrow spaces between objects, you can reduce artifacts by increasing this parameter. |
|
Amplitude |
Defines the noise amplitude. Noise is subtracted from the full glow’s intensity. |
|
Scale |
Defines the size of the noise. When increased, the variations are slower across the surface. |
|
Animate |
Makes the noise animate with time. |
|
Object Space |
Makes the glow cling to the object. When the object is moved or scaled, the glow follows. |
|
Time Offset |
Defines the time offset for the noise animation. Useful for multi-part renderings. |
|
Time Scale |
Defines the time scale. At a value of 1, the noise changes every second on average. The higher the value, the faster the change. |
This output shader isn’t used directly in the render tree; rather, it is applied using a pass’s shader stack. For more information, see Applying Shaders to Passes [Rendering].
Autodesk Softimage v.7.5