Artificial only

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tuna57
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Re: Artificial only

Post by tuna57 » Wed Dec 14, 2022 4:43 pm

Mike , If you’re using an image of a candle flame as your emitter I don’t think you can alter the color inside Twilight. For these type of renders with a flame image I’ve always set things up following the older
“How to fake fire” tutorial. viewtopic.php?t=368
It uses a point light so you can adjust the color temperature of the light. I’m on an older version of TwilightV2 so if something has changed I’m sure someone will point it out. :!
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Fletch
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Re: Artificial only

Post by Fletch » Wed Dec 14, 2022 9:11 pm

Mike1158 wrote: Wed Dec 14, 2022 2:36 pm I will ask it here because it's something I remembered I forgot. Until I forgot I remembered it.

Is it possible to alter the temperature of an emitter? Is it the light unit that I have to change?
Use the color of the emitter to change the "temp" then in the Twilight Render material dialog Set "Color" of material to be "Color" then set the color of the item to the Kelvin temp you want by clicking the RGB tab and type in the Kelvin Temp and then hit "convert"... this converts the Kelvin temp to an approximated RGB value.
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tuna57
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Re: Artificial only

Post by tuna57 » Wed Dec 14, 2022 10:41 pm

Fletch, I’ve always been aware of changing the color in the material editor as you’ve shown. My assumption has been if using a .png image of a flame as a texture you would lose the “texture image” if you change the color as you’ve illustrated ? Have to admit I’ve never tried it. Have I assumed wrong? Have always relied on importing a .png image and placing a point light in front of it for these kind of affects. :!
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Mike1158
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Re: Artificial only

Post by Mike1158 » Wed Dec 14, 2022 11:40 pm

Fletch, tried that and no discernable change but not sure about the kelvin equivalent but I was shown something darker/richer.

And on....
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Fletch
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Re: Artificial only

Post by Fletch » Thu Dec 15, 2022 12:49 am

The candle flame that is without the glass, the point light you have placed there is way too powerful. Set the wattage equivalent to the wattage output for a real candle, set all light powers like that, as they would be in real life - then adjust the brightness of the image (also add bloom) in post processing tab in the Render Dialog. It will look much better.

The crystal glass material's power of emission should be adjusted as needed. If it's too bright, lower the emitter power in the deep editor.

Changing the color in SketchUP would only help if you were using that in the material, but if you are referring to the crystal material, then it would not effect it. The color needs to be adjusted from within the deep editor. The Kelvin>RGB conversion is only an estimated guess based upon an algorithm and will likely need to be adjusted to taste.
.png image of a flame as a texture you would lose the “texture image” if you change the color as you’ve illustrated ?
well, you can not change the color as illustrated if the image is the png of the flame. I thought we were referring to the color of emittance for the crystal glass material.

tuna57
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Re: Artificial only

Post by tuna57 » Thu Dec 15, 2022 1:31 am

Fletch , Just ignore me…. :wall: , didn’t realize Mike was referring to the “crystal glass” color …. I’ll just go
away now :doh: :whistle:
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