glimmer v.1.2
html ver 3
'glimmer' is a shader
that mimics the visual glare phenomenon
associated with bright lights and reflections
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in real life this effect is generated by the scattering of light within the human eye
this shader is based on the Siggraph paper by Greg Spencer et al entitled
"Physically Based Glare Effects for Digital Images"
how does it work?
glimmer is a mental ray output shader - i.e. it is a post rendering process
each pixel in the image is scanned and if it is above a user-defined level of brightness the glimmer effect is triggered - called a 'peak'
the glimmer effect constitues optional flares(blooms), lenticular halos(rainbow effects) and cilliary coronas (streaks eminating from the centre of the 'peak')
glimmer can be computationally very heavy -
every pixel has the potential to influence every other pixel,
i.e. on a PAL picture there is the potential for 171,992,678,400 calls to
determine the relevant glimmer effect
every effort has been made to speed up this
process without negating the visual effect
indeed Peter Hardie was using glimmer on 5000 frame sequences without
problem(see below)
important information!
1> the lower the glimmer threshold the greater the amount of 'peaks' you are asking glimmer to make
more 'peaks' equates to more computations so try to keep the threshold high (1,1,1) and work your way down
2> use the 'peak controlled intensity' option combined with smaller test renders to tweak parameters
smaller resolutions generate less 'peaks' and are thus quicker
changing the resolution will produce differing results but the above option helps to reduce this to a minimum
3> use 'progress report' in the xsi rendering options under logged messages to see glimmer's runtime stats
it will tell you information about the amount of peaks and the current vertical pixel line being processed
if you deactivate glimmer in the glimmer
parameter box, glimmer will still determine how many peaks there are in
the image
and inform you via the runtime stats thus allowing you to gauge potential
render times
4> To be sure the trigger color threshold is high enough, use a color picker in xsi and pick a bright color from a render region
monitor colors are deceptively low and you may find guessing thresholds inaccurate
installation
1> download glimmer
right click on the link below to save the addon
2> installing in XSI
you can either drag and drop the addon into xsi
3> inside XSI
open pass>edit>current pass
go to the ouput shader tab
select 'add'
browse to the glimmer addon path
select glimmer
4> glimmer properties
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Activation
Threshold: Specify the pixel color to ativate glimmer Independant Color Channels Camera: Flare Functions: Flare 1 to 3 :These are 3 different kinds of flare, 1 is the smallest and 3 is the largest. These values should sum to 1 for a realistic effect. Flare 1 to 3 Intensity:Used to control the overall flare brightness. Lenticular Halo: Intensity:Controls the halo's brightness. Light Wavelength Controls: Red, Green and Blue: The wavelength of the appropriate color channels (nm) Ciliary Corona: Threshold:controls the amount of streaking. 0 represents no streaking, 1 total streaking. Strength: Blends the intensity of the streaking(fades it out). Random Seed: Seed:The seed number to use. Peak Controlled Intensity:
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history
glimmer version was generated for Peter Hardie and his studies of 'Light on Water'
this collection of still and moving imagery was exhibited at Siggraph 2003
please visit http://www.virtualreflections.com/ for more information about his work


images coutesy of Peter Hardie
contact
feel free to contact me with suggestion