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Dat sun glare

Posted by Marius Oberholster on Tuesday, April 22, 2014 Under: Works covered
Hey all!

Today I cover this little gem again, for those of you who may have missed the original post quite a while back; sun glare


(click image to see in motion)

Before:


As you can tell, compositing is an essential part of such an image and this is what the node setup looks like for the finished image:


Vector Motion Blur
Now, the above dolphin whale of a node system (no really, look, it's swimming to the left) is what determines the glare. It contains mainly vector blur nodes, because the image is supposed to look more real. Believe me, it makes a huge difference, but you can't blur your glare, so you need two in this case:
1) for blurring the IDMask that separates the sun
2) for the full image, before adding the glare to the render (it matters, because if it's not blurred, the glare will not make sense for the render)

ID Mask
The first blur node needs to be followed up with the Material Index mask of the sun (this is best practice, because the sun isn't always bright enough to go by threshold alone). This will be succeeded by a multitude of glare nodes.

Glare Nodes
When you add glare nodes, you have the choice of keeping a mix between the original and the glare, the original only or the glare only. I use the glare only - A mix value of 1 on all the glare nodes, except the Ghost glare nodes.
In order to get the above result, you need the following nodes:
> 7 streak glare nodes, all set to make different amounts of streaks, length, thresholds, rotations, etc. (this adds to that random length and rainbow effect)
    - Color modulation also has to differ on the above nodes, but not too much as this determines the rainbow effect's clarity.
> about 8 Color Mix nodes set on Add (none clamped) (these are to combine the 7 streak glare nodes and the following:
> 2 Ghost glare nodes (these perform that diagonal line of dots and shapes that seam to go the opposite direction of the light source). We add these only on the end of the adding process, because when we've used as much rainbow effect, we get more square shapes rather than purely round faded orbs - results will vary based on the intensity and clarity of your light source.

One thing I didn't mention was a blur node I added before 6 of the streak glare nodes, it's blur is set to 10%. If you want to add it, you are welcome to, but it's really not needed in every possible scene. It only serves to dim the intensity of the sun's emission and sometimes it's very needed. You can follow any form of dimming you require for your scene, if you require dimming.

Composite Node And Done
Now, all you need to do is set it to a Composite node and render it out :D. It is really that simple!

Note: Always always always use a viewer node during the whole process so you know what you're doing. Don't make it hard on yourself.

Hope the above helps you really take your glares to the next level!! :D

Thank YOU!!!!!!!

In : Works covered 


Tags: jesus  sun  glare  compositing  blender  blender render 
About Me
Good day everyone reading here! I really appreciate every visitor and I pray that as you read this, you will be blessed by what you read here.

I'm a very outspoken Christian and everything you see here is as a result of Jesus' leading. I've been writing on a different blog for quite a while now and this is a new one, that will mainly be about this portfolio site and the work on it. I believe you will enjoy your reading here!

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Marius Oberholster
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