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Creating a light cone effect in Blender

Michal Franczak 2022-04-25 10:05 tutorial  > Blender  > texturing

Making a simple alien spaceship scene with fancy light materials.

light_cone_hd

This scene is inspired by Mateo Maravalle scene and it is rather a proof of concept than a finished art. The purpose of creating it was to research how to make a light cone material with a texture and fresnel effects that weill work in both Cycles and Eevee render engines.

 

01_21

This is an overview of the material. From the left: a texture coordinations with mapping node that control the overall scale of the material, then we see two pattern groups for texturing the material, we mix them together and add a color ramp group to make the cone fade near bottom and at the end we add fresnel group for creating more prominent light edges.

 

02_20

Pattern one is based on two mixed textures: musgrave and wave. They are mixed together and then go into Color Ramp node which controls contrast. This node goes into Factor input of Mix Node that mixes two shaders: emissive and transparent. So we have a light material which opacity is controlled by these two procedural textures. As for the light color, I chose to input color ramp with different shades of green. So far, so good.

 

03_22

This is the effect of this first group - we can see that we have a cone with wavy light patches and transparency.

 

04_22

The second pattern is similar - this time I used only one wave texture and a blueish tone for the light color.

 

05_19

This is the effect of the second pattern.

 

06_16

Two patterns are mixed together. As a factor I used Laer weight node which allows to blend materials depending on their facing to the camera. 

 

07_15

This "Transparent bottom" group uses a common trick - I used "Separate XYZ" node to get the vector information and input it into color ramp. The result is black and white gradient aligned with the world Z axis. If we mix our light material with transparent shader using this gradient the result will be as on the image above - our shader will dissapear near the bottom.

 

08_14

As the final touch I used another light shader that is mixed with the previous one. It is light blue and it appears only on the edges of the cone. I used fresnel as a factor to achieve it.

 

09_13

I added another cone to the scene that uses volumetric material to increase the atmosphere look.

You can check the scene yourself - download Blend file of thiws scene here.

 

 

 

 

Author: Michal Franczak Editor: Michał Franczak
Tags: alien blender shading shader
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