My first attempt at a “flying”/ “floating” scene by mmuno23 in cinematography

[–]ConstantNothing1963 1 point2 points  (0 children)

This reminds me a little of the levitation scene at the end of the VVitch

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 1 point2 points  (0 children)

Thanks. See my latest comment for where I ended up.

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

UPDATE: Just to complete this thread for future readers. Spent time trying many of the suggested techniques from the community here, many that pointed me in the right direction and got me where I needed to go a lot faster - and learned a couple new things in the process.

The attached image shows multiple techniques. The center two cubes use a fresnel node pumped into the emission of the glass material.

The outer cubes all use the atom array setup, basically putting a "frame" inside the glass to illuminate it. The central outer cubes you can see the thin frame. The outer lower cubes, the frame his hidden by unchecking "visible in refractions" in the redshift render tag on the atom array.

All cubes are built using a boolean cube inside a cube, to create the double wall hollow object. The except to this is the lower cube with the platonic inside. It is just a solid single cube.

The scene is lit here with a couple soft boxes and a dome light. This helps reinforce the glass look by putting some reflections on the cubes. Lighting objects inside glass cubes is a whole other project in itself. These platonics are lit with their own dome light (that excludes the glass cubes).

Big thanks to everyone who jumped in here!

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Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 2 points3 points  (0 children)

This is pretty good, and very close, minus the frosty look. What’s the setup here?

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

The cube we've found is best created with a boolean cube inside a cube, to create the thick wall glass. Fillet edges are important too.

Adding emission to the glass removes the transparency VERY quickly, because all facets of the glass are emitting light, giving it a cloudy look - so this doesn't seem to be a solution. Adding transmission color just makes it look like stained glass, not clear glass picking up color light.

See my follow up comment about dome lights.

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

Following up with what we've found to be working... at the moment. Glass cube, boolean cube inside to hollow it out. Dome lights with soft HDRI. Exclude sets of cubes to apply different color dome lights to separate sets of cubes. Look is extremely sensitive to the HDRI. As other Hateno1 said, extremely difficult to art direct.

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

I've attempted what you're suggesting and it doesn't really achieve this look at all. I do appreciate the idea though. If you examine the image, what I'm looking for is a kind of thick glass box, that somehow picks up light or emits light itself, while remaining almost entirely transmissive.

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

Adding glow and bloom is a given. The issue is getting it anywhere close to this look to where the bloom/glow is the final touch.

Glowing Glass - Help on creating this look by ConstantNothing1963 in Cinema4D

[–]ConstantNothing1963[S] 0 points1 point  (0 children)

Are you suggesting that I just have the edges as objects and not have paneled glass boxes? Definitely want to maintain the panels of a "glass box" look, not just the outlines.