Hello Everybody. Is it possible, with brazil, to create an edge lighting effect that can be commonly seen on acrylic signs similar to this http://www.brightcompany.co.uk/edge-lit-sign-designs/photo-edge-lit... and if possible how.
I know that photoshop seems like the easiest solution for this task but in my instance it really isn't an adequate approach since i have other object above the edge lit surface and i need to see the edge lighting interacting with those objects, which is out of my scope of photoshop mastery.
I'm sure it can create the effect one way or another, might be some 'fakery' involved but the closest thing to simulating it would involve caustic photons.
Can you elaborate? I was thinking that this effect might be easy to do by assigning neon material to the surfaces that need to be glowing. I'm new to brazil and i'm still figuring out it's nuances
I got it to look quite good by assigning a "neon" material to the surfaces that are supposed to be edge lit. I made the neon material by using "utility material" that is emitting photons and turned on GI in the render settings. Thought I would share the result, i'm happy with it and so is the person i'm doing this for. This rendering has a tron-esque hint to it, but the LED that will light this sign can be remotely changed to any color.
A good reference for neon lighting can be found at the following link:
Although written around Brazil for 3DS, the basics are applicable to Brazil for Rhino. The only feature I'm unsure if it's even possible to recreate is the Falloff feature mentioned.
The link above uses utility material and GI like just like i did. VIncente can you explain what benefits using an advance material instead of utility would yield? If caustics are not being produced then the render time would improve, i would imagine. Although i was under the impression that i want the caustics to be generated because i wanted to see, to the degree of most available accuracy, the neon photons travel through the layer of clear plexi glass and produce caustics on the underlying opaque layer, but i could be very well mistaken due to my incomplete understanding of caustics and this software in general, although the fellow that wrote the article above doesn't suffer any of any deficiencies and still he seems to have basicly the same idea.
Thank you very much for the explanation, it certainly clears up a bit of my misunderstanding of how the photons function in this software.