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Now throw a UE2 bounce into the mix for the color bleed. Again, I didn't touch the water. If you need any more glow than this, postwork or above-water linear points may be easier. lol
Underwater linear point in place of the uberarea. Blue color, 200% intensity, quite a large falloff end radius. Also renders faster than the uberarea. UE2 bounce is still present.
And another one for good measure. Same as above except I added a bright blue to the water's ambient and bumped up the ambient strength to 50%.
/edit
I lied. One with the linear point above the water.
I think we're getting closer. You're exactly right on what I was getting with the picture on the left. And what I was referring to I labeled "No Light A" Because there's no light there, there obviously isn't any light at "No Light B". I'd like to change that to where the entire thing is emitting light all across the surface. So that there won't be any shadows except where the fall off is. I think it's like a linear point light in that aspect, except that it has the soft shadows of an area light.
Now that I think about it, is it possible to turn an object into a point light?
The images with the water are the closest to what I'm trying to achieve. If you were to stick a pillar or box in the center of that puddle, would all sides be hit by light?
And ok, since it was mentioned, I now have to ask. You turned off the shadows in order to project the light. This is how I understand how this works. Please correct me if I'm wrong.
I've attached two more images. With the one with Shadows on, light passes through space until it comes to contact with an object. Light bounces off the surface and is redirected elsewhere (radiosity). We see light surrounding the cube and where the light was unable to penetrate, we have shadow.
With Shadows off, it doesn't matter what the object is, light will continue to pass through the object, without causing a shadow.
So here's the question - Water is transparent IRL. In order to have the light pass through the water in 3D, we have to turn off shadows. How do I keep the shadows on and still have the light penetrate? Is there something that has to be done to the water itself to make it allow light to pass through?
I know, a lot of questions, and I can't tell you how much I appreciate all the help with me learning this. Thank you!
You can't turn a surface into a point light. I really wish you could, though.
Which settings did you want me to test the pillar with? These images all use different settings between using uberarea and point lighting.
Yes, turning shadows off on the light, will cause object it 'interacts' with to not create a shadow at all. The light will effectively go right through the surface.
This has shadows active on the area plane (which is again, underwater). I introduce a cylinder, and turned the diffuse strength on the water plane to 0%. UE Bounce is still used.
/edit
FirstBastion's water shader that I use has a map used in both diffuse, and specular strength, and then a different map used in bump and reflection color/strength.
/edit 2
Adding an image of a submerged point light in place of the uberarea light (the bright one is the point light on 200%, the area (first image) is still on 100%).
Again with the uberarea light, but at 200%
/edit
Mind you this cylinder is GREY. I did not add a diffuse color to it whatsoever.