Hey guys, this was one of the free tutorials featured with our 2010 Christmas present. This year we wanted to also make sure the contents were out in the public to allow others to enjoy which may have missed the original download post.
In this special Holiday Blender 2.5 tutorial we go about recreating the infamous glowing stripes effect from Tron. Although the subject is not seasonal in its self, many of you have probably made it one of your holiday movies. The tutorial covers the processes of creating the materials, lighting, rendering, and post processing of the scene.





















Nice Tut! I see You posted the one from the package! Verry Nice Tutorial again, simple and awesome! Love the Tron Style :]
Thanks, this was really cool and useful.
So what happens if you want to make glow a darker color, like red? As the post processing does not seem to add glare effects to darker colors. I am guessing you would use render layers?
Nice Tut! I see You posted the one from the package! Verry Nice Tutorial again, simple and awesome! Love the Tron Style :]
Wooh! Nice job guys! Love this tutorial! HDRI really adds that extra little kick. Wonderful, really. I learned a lot about the compositor from this.
Bravo! ;D
Nice!
Stupid question: how did you model this, so as to have sharp edges on a curved surface? I have been trying to replicate this without success for some time now.
Thanks!
Urenze
Option 1:
If you are using a subfivision surface modifier, use Ctrl+R to add another edge loop near the edge, and slide it over as close as you want, but try not to slide it all the way.
Option 2:
If you are using shade smooth, you can select the edges, then Ctrl+E and mark sharp. After selecting shade smooth, you can use a edge-split modifier to sharpen the edge back.
The hard edges are done with a combination of close-proximity edgeloops and edge creasing. The creasing can be done by selecting the edges you wish to crease and pressing SHIFT + E.
-Jonathan
Thanks! I will take a look at the .blend file to see how it is done!
I just saw Tron this weekend and loved the CG that was presented. This tutorial is a very cool one. I’m also struggling with making a groove on a curved surface but I have a few more ideas I can try though
That is really awesome!
Thanks for the quick tutorial, and keep up the great work!
Is there a way to add more of a fog/mist to the scene and have the light more directional (think a laser through some smoke)?
The quick and dirty way to add fog to the scene is to use the mist option in the World settings. However, the Durian team showed a really sweet technique at the Blender Conference that made use of the Mist pass from a RenderLayer, which they could then use as an overlay or as a alpha mask to get some really nice effects.
-Jonathan
Jonathan, do you have a link on the video from that part of the conference?
Which part of the conference?
-Jonathan
“…a really sweet technique at the Blender Conference that made use of the Mist pass from a RenderLayer…”
that part
Ah yes! Unfortunately there is no video of that part as it was in the small studio which wasn’t filmed. I definitely intend to cover the topic in a future tutorial, though.
-Jonathan
Great tutorial, just one question: The reflections from the ground plane are seen in the banner pic, but not in the tutorial renderings. What’s the difference between the two, is it just the material settings on the ground plane?
Actually I believe I just forgot to enable the reflections on the ground plane in the tutorial. You can do it just by enabling Ray Mirror on the material and increasing the amount of mirror.
-Jonathan
Thanks for this tutorial, Jonathan!
This is my little try: http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1336.snc4/162865_1394402719624_1818875109_733516_2122423_n.jpg
whoa. that looks amazing.
I generally like to add an emit pass to the render layer, then blur it and mix it. this looks really cool too though.
This still has to be one of my favorite tutorials
Thanks Jonathan, it’s a really cool effect…
Well made tutorial as always! Just one note, the “Blend” slider affects the blending between the horizon color to the zenith color, if you have “blend sky” enabled that is. And for animation it’s crucial to enable the “Real Sky” checkbox to map the angular map to the scene instead of the view/camera.
Hi, excelent tutorial, but i have a problem with the world texture. When i set the mapping to AngMap it just looks like lines going to the middle.
http://img30.imageshack.us/img30/911/problemzr.png
I’m using Blender 2.5 6a
That’s the way angmaps are portrayed by the preview. Should render out correctly regardless.
Thanks for Very Nice Tutorial again
Great tutorial John, i have just started using blender after years of not touching a 3d program and i have been practicing your techniques while trying to build an old school yet updated Tron light Cycle and the new one, do you think you will be doing a tutorial on making a tron cycle in the future? i only ask as tron was really the kick start of the Cg industry and with legacy just out it seems fitting to see what could be done in blender?.
I love watching your tutorials your great at getting across the techniques involved, keep up the good work!!
Anthony
guys, can someone explain me how to model this. please.
Hey, i really like this tutorial! very simple with a great outcome. But i cant figure out how to save the image after im done adjusting with the node editor.
Thanks in advance.
First be sure that your node results are being fed into the “Composite” node, then you can save your image from the UV/Image Editor. The image should already be there, but if it is not then just choose it from the image list, it should be the “Render Result”.
-Jonathan
Ah, got it. thanks!
Can you make a tutorial of this sphere?
Extremely Grateful! Very concise tutorial.
I really a beginner and I’m just wondering how to make those “indents/stripes” in the UV sphere.
That was a brilliant tutorial dude, been looking for something like that for while. I used it for this
http://www.youtube.com/watch?v=sOgNFydipAI&feature=channel_video_title
In the ball, how did you separate the layers? I’m trying to make something reflect thats part of the UV mesh, but I don’t want the entire material affected
If you select the Unwanted mesh then you can separate it by pressing p and then you can modify that part of the mesh.
Hi, when I use the nodes to add the blur effect to the tron-lights, why does only the white light become blurred?
Great Tutorial. It is a cool effect.
Thanks Jonathan.
Great tut’, but I need to make the effect on numbers that would be modelled the same way as the stripes in this tutorial, but how can do that? how can i extrude a letter or number into a UV sphere, without damaging the round surface?
Hi!
I was able to get the sharp edges but haven’t figured out how to seperate the stripes.
Could someone let me know how to seperate the stripes from the ball or at least point me to the tutorial that explains that?
Thanks!
-Kit