The scene above contains balloons that are flying past a window and filling the room with color. This tutorial will show you how to create this caustic balloon effect using a Gobo light filter connected to a spot_light pointing through the window. We will also cover the shading steps used for the balloons. Thanks to Slava Sych for this tutorial.
The scene file can be downloaded here.
Create a camera and point it towards the window as per the image above. Create a skydome_light and connect a physical_sky to its color attribute.
The settings for the Skydome_light used in this example are as follows:
The settings for the physical_sky used in this example are as follows:
skydome_light. The window glass is hidden and shadows are disabled for the balloons.
The settings for the spot_light used in this example are as follows:
spot_light positioned behind the balloon shapes
Connect a gobo filter to the spot_light.
The settings for the noise shader used in this example are as follows:
To further adjust the effect you could try inserting a color_correct shader before the noise shader. In this case, the saturation was adjusted to 1.6.
Final results for the spot_light
Final setup for gobo filter
Assign a standard_surface to the balloon objects and rename it to BalloonMat.
The settings for the Balloon material used in this example are as follows:
Create a layerRGBA shader and connect it to the base_color, subsurface_color and subsurface_r adius of the BalloonMat.
The settings for the color_jitter shader used in this example are as follows:
The settings for the Utility shader used in this example are as follows:
Final shading network for Balloons