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IndexProgramming Questions & HelpOpenGL and 3D Libraries › How to volum. lights / simple light beams
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How to volum. lights / simple light beams? (Read 909 times)
How to volum. lights / simple light beams?
Nov 28th, 2007, 4:15am
 
for a sketch I'm doing I'd really like to play with some balls emanating light beams at arbitrary 3d angles determined by the fft data (pre gotten) of a song using the Minim library (which is awesome, btw)

at the moment its just drawing lame red lines, and looks right awful.

saw this: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4402

and saw amazing results.

So, if anyone's got any advice on simple but realistic light beams (they don't actually have to do any lighting on other objects, just look like displaced light rays themselves) I think this thread would be a good place to put it Cheesy

(search "Volumetric lights site:http://processing.org" returned no results)
Re: How to volum. lights / simple light beams?
Reply #1 - Nov 28th, 2007, 9:38am
 
A cone with a semi-transparent texture which fades to nothing is how they're normally done.
Re: How to volum. lights / simple light beams?
Reply #2 - Nov 28th, 2007, 10:50am
 
adding to john's reply you can use a cone or a cylinder with a texture that fades to nothing.
or use 2 or more of those objects together.

dont forget about the additive blending or some post processing effect as blur/glow.

that should give you the same results that you have seen t that website
Re: How to volum. lights / simple light beams?
Reply #3 - Jan 23rd, 2009, 4:18am
 
does anyone have any short examples of this?  unfortunately i'm more of a programmer/engineer type than graphics guy, so i start to tune out when i hear things like semi-transparent texture with fading or additive blending.  what does all that mean?

thanks for the help...
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