![]() If that's the effect you want, then the problem is either: The glow is lighting up something nearby. ![]() For this to work best, you'll probably want to render out to an HDRI format so you can target the glow effect properly. There is probably third-party software that will look at the bright areas in your scene and apply such effects to them. The more light, the more flare, so it appears as though flare is affecting only the bright lights in the scene, but since it's a non-ideality in the lens design, it actually affects all light passing through it.Ĭ4D has a few related settings to this effect in its physical sun object and in its Lens Effects setting on other light objects, but I don't see a way to make this apply to other light emitters in the scene. Flare isn't limited to the spectacular effect you see in JJ Abrams films: it can be a subtle glow around bright objects due to light bouncing around in the lens instead of going straight through. You're seeing the light through an imperfect lens, which is exhibiting flare. When you see an LED glow in real life, one of several things is happening: They pair well with a physically-accurate renderer such as C4D's Physical Render. These materials are physically-based, so they're trying hard not to cheat. ![]() This is why you won't find a "glow" effect in C4D's new Uber Materials nor in the underlying node-based material system added in R20. It's basically the same render effect you're using now, only applied to a particular material. I characterize that as an "old" method not only because it goes way back in C4D's history - I don't think I remember a time when it wasn't there, and I go back to R8.5 - but also because it's an unrealistic cheat. The way I used when I last had to do something similar is to use the old "Glow" effect on the LED materials: Rather than tell us how you want the problem solved, tell us what the problem is and what "success" looks like, so we can instead advise you on the best way to get from point A to point B. C4D render effects are inherently whole-scene," but since there are a bunch of alternative methods that will work, what we're actually dealing with here is an instance of the XY problem. A literal and correct answer to your question is, "No.
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