Even though the beam of laserlight is usually not seen in real life, it is often nice to
visualize them in rendered images. This little example will provide enough information
to generate a laserbeam that is constant with a nice glow attached to it. If you want to
make a laser that is visual only in smoke (which more closely resembles the bahavour
of a real life laser), take a look at Laser II. This laser have three parts;
- a lightbeam (which is visible only to the objects it affects)
- a cylindrical (real life lasers have an extremely narrow cone) beam object
- a cylindrical glow object
The lightsource is only visible by the object it hits, and not at all to the naked eye. The
normal belief is that the laserspot is of equal diameter no matter the distance, but the
truth is that it is not that perfect. For instance, the laserlight shot at the moon (to
measure the distance) is several meters wide when it hits the surface of the moon.
However, we will use cylinders to do the work.
Lets create the objects:
- Create a cylinder, say, 1.0 meters in diameter, and hit 'B' (boolean OR) to make
it a level
- Create another cylinder, say, 0.25 meters in diameter, and hit 'B' (boolean OR)
to make it a level
- Create a beam lightsource with 1.0 meters in diameter
For the fake glow it is natural to make a turbid (foggy) material with a high turbid
saturation level, so that as the cylinder thickness drops off out in the egde, the fog
looses effect, and such becomes more transparent. This is true and works great when
viewed from the side, but if you position the camera so that you look along the cylinder
axis, the effect of turbidity will inrease with distance. Since Real 3D is an animation
package, there must be a way so that the viewing angle doesn't effect the tubidity level,
but still has some amount of falloff, and this is off course possible. Instead of using
turbid saturation for the falloff, we will make the turbidity change according to the
depth in the cylinder.
The laserbeam material is 'unshaded', 'fully white ambient', 'col. repl' in the color
handler, with 255, 0, 0 (red) value in 'Transp, RGB'.
The laserglow material is a bit special, so I will go more in detail here. Brilliance,
transparency, refraction, and effect is set to 100. We don't want any reflection, so set
the 'smooth' toggle on. As a laserbeam is not affected by light, set the 'unshaded' toggle
on. Set the scope handler to formula and write the following:
tu=b-b*y with 'b' set to the ratio between the two cylinders, here 0.25. What happens is
that tu increases as it gets smaller. So, in the outer layers the fog is very thin, but close
to the beam, it gets more and more thick. Set the color handler to formula and write the
following:
G=255*y, B=G.
What this does is fade the white (outer) color to a more reddish one
towards the center. It wouldn't be possible just to have a red object, as this would filter
the background and make a clear boundary.
Below is a couple of pictures with a laser beam generated with this method. Remember,
no glow post-effect is used.
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| Fig. 1. Laser shown from some distace
| Fig. 2. Laser shown from very close to the beam
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