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  • Published 14 Oct 2024

Add A Fluorescent BSDF

So, currently, as far as I'm aware, there is no easy way to simulate fluorescence in blender.

UV reactive materials glow when lit by UV light and glows brighter dependent on how close or far the light is and how bright it is.

You can get a similar effect by roughly keyframing a material's emission strength to match a UV light being shone on an object, but it's a bit long winded and doesn't always look right.

I don't know if it's possible to do it without making Cycles spectral, and I don't know how it would work with Eevee, so any information anyone can add or give would be great.

It would be great to add it to the Principled BSDF too and you could make masks and have crime scene blood spatters for example.

I don't know the science, I just think it would be a good feature that would simplify certain shots.

Thanks for reading

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Development Status: Open

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thomas83
14 Oct 2024

2 Comments

silex

I'm not against the idea as long is it wont delay much more needed features like mipmaps/texture cache and so on.

You can detect the distance from the light source(s) and the mesh and store it as a mesh attribute via Geometry Nodes. You can pipe this attribute to Shader Editor and use it for setting light power. This will work for moving objects too, but if you have very dense mesh it wont be super fast in the viewport, but for animations it's perfectly fine.

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thomas83 Author

Detecting the distance could potentially work for specific use cases, but it won't work for an effect where you're trying to get a uv torch to shine directionally on it. You could raycast, but then you might want to handle bounces, and without shading information in geometry nodes, you won't know how to bounce.

I agree, there's probably more pressing issues but I would very much like to see this implemented!