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I have an object that bends over onto itself. Its one color with some transparency. See Image. The left portion is like a string that has bent around in front of itself.

Right now, when the object overlays itself, it gets darker which makes sense.

But what I want is for it to get brighter. I guess like an additive overlay? Or maybe it would be subtractive?

I've tried a bunch of combinations of shaders (mainly emission/mix shaders) and I can't seem to make it lighter. I did get it somewhat working with a black background, but I have to have a white background.

Can I make the overlap region 'brighter'?

Edit:

I'm using blender 2.79. Cycles Render Engine.

Image

Edit

This is what I'm currently using in my nodes plus a bunch of other things I've tried that didn't work. You can see at the bottom just a mix shader with transparency and glossy BSDF. But none of the other things I tried there made it any better (all were worse, actually 1 was decent, but only if on a black bacground).

enter image description here

Nertskull
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  • Answers will greatly depend on what render engine you are using, which you never mention. Please edit your question and add missing details – Duarte Farrajota Ramos Sep 21 '17 at 00:05
  • Updated, thanks! I should have mentioned I was using cycles. – Nertskull Sep 21 '17 at 00:08
  • Do you want the object to actually emit light? Can you also show us your current node setup, maybe a screenshot of what you tried? I don't think what you want to do is possible at least specifically as "blending modes" since materials in cycles can't depend on the render solution. Maybe it can be faked with a smart combination of shaders. Have a look at the Add Shader node instead of the Mix Shader – Duarte Farrajota Ramos Sep 21 '17 at 00:22
  • @DuarteFarrajotaRamos added my nodes. It can emit light. That would be okay. Right now it doesn't. But if it did emit light, that would not be a problem. I tried messing with emission a few times, and couldn't figure anything out that worked. – Nertskull Sep 21 '17 at 00:42
  • It’s a double thick occlusion of the light. Not sure what you expect here. Violating the basic idea would most likely head into the uncanny. – troy_s Dec 20 '18 at 01:43
  • I probably should have pointed out that simple alpha will work here. Use associated alpha, set your RGB to nonzero and your alpha to zero. Presto, emissive yet unoccluding solution. – troy_s Dec 26 '19 at 08:16

1 Answers1

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You can try to tune this simple material setup:

enter image description here

This example is based on the simple idea covered at this post: https://blender.stackexchange.com/a/88356/13643

Jan Kadeřábek
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  • So, this works if the world background is black/dark. But if you make the world background white (which I need), it does the exact opposite, and makes the overlap area darker. – Nertskull Sep 21 '17 at 17:19