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I have been searching everywhere, and I can't find an answer so I'm coming here!

I'm trying to create a CFL Blacklight bulb. I've attached a couple images below of what I've tried to make. I'd love to have an effect like this:

blacklight bulb from https://www.google.com/url?sa=i&url=http%3A%2F%2Frugbyexpress.co%2Fuv-black-light-bulbs%2F&psig=AOvVaw1hpDIYpbkXsUt0TH1zm54N&ust=1581378193662000&source=images&cd=vfe&ved=0CA0QjhxqFwoTCJj2mf7SxecCFQAAAAAdAAAAABAZ

Does anyone know how to recreate this? It seems like the color is affected by time as the bulb heats up, eventually being all white-ish. That would be fine, too, but I can't even seem to get the lighting effect of the pink glow around it and whatnot. I can post pictures of my node setup if you need it, though I think I made it necessarily complicated.

Thanks in advance!

UPDATE: This is what I have now: Blender render of my light bulb

I want to adjust the colors, but that isn't the issue now... The way I made this is a glass spiral that acts as the bulb. Inside of that bulb (that has a glass-like shader) is a purple material that I made that mimics the phosphor coating blacklight light bulbs have to filter light. Then, a separate mesh spiral is inside of that, and it has the emission stuff on it.

As Duarte suggested, I used the node setup he had for my emission, but used a transparent node instead of glossy. Why isn't the emission light from inside my glass causing the glass to be glossy? If I put a point light in the scene, it looks glossy.

Thanks in advance!

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2 Answers 2

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This is trivial to achieve using normal based effects like Fresnel.

You can use it both for the color gradient, and the shader transition from glossy to emission shader.

A layer Weight Node should give you both the Facing socket for the colors and a Fresnel socket for the shaders.

Drive it through a Color Ramp node to control the color progression gradient, and link the Fresnel socket to a Shader Mix node for shader mixing, between say an Emission node and Glossy, or Emission and transparent if you will.

enter image description here

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  • $\begingroup$ Yeah - use this one - it's so much better than mine :) $\endgroup$ Commented Feb 10, 2020 at 0:28
  • $\begingroup$ Ah this is awesome! I can't believe it was this easy... This is my first more photo-realistic render, so I'm learning a lot. One question, though. I can't seem to get my bulb to look as glossy. I attached photos in the original post and an explanation of how I'm making things. $\endgroup$ Commented Feb 13, 2020 at 0:07
  • $\begingroup$ Glass shader doesn't usually show as many reflections as a glossy shader. Also mixing with other shaders tends to attenuate the effects, particularly emission shaders tend to wash out all other effects. $\endgroup$ Commented Feb 13, 2020 at 0:18
  • $\begingroup$ I marked yours as correct, you've been a huge help, thank you! One more question: If you look at the reference picture, the inside of the spiral is not as lit as the outside. Any idea how to make an effect like that? $\endgroup$ Commented Feb 28, 2020 at 20:08
  • $\begingroup$ You'd probably have to use some sort of different mask to mix two shaders or colors. Maybe a spherical or cylindrical gradient of some sort $\endgroup$ Commented Feb 28, 2020 at 20:32
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Something like this could get you close. There's lots of tweaking you could still do and this isn't physically accurate in any way, shape or form.

enter image description here

enter image description here

Play around with the Mix Shader inputs and the IOR settings of the Fresnel nodes.

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