
Tweaking math nodes Power vs Multiply should give you expected smoothing and overall emission power. Plug the output to Volume socket:Ĥ) It still is centered stretched sphere, but the transparency interpolation is too linear - lets try different interpolation (by powering linear values):ĥ) Interpolation is much better, but the overall emission strength is way too low now - lets multiply the values now, and also stretch the cube in Z axis to desired shape: This gives us a smoothed sphere inside the cube:Ģ) Scale texture coordinates in Z by some really low value - this will stretch the sphere texture in that axis, giving us something similar to cylinder:ģ) remove Invert Color and Volume Absorption shader nodes (which were used just to see what is really going on with the texture when scaling and using Object Texture coordinates) and plugin Mix shader node with Transparent and Emission shaders.

but if you really wan't pure cycles:ġ) Start with a cube and 3d spherical gradient texture with coordinates set to Object (Absorption shader with inverted colors are here for simple visualisation): See here and here.I'd say postprocessing, simple glow. This is all far too complicated - much simpler to achieve this in the compositor using a Glare node set to Fog Glow. Also it would be horrendously inefficient. The other option would be to encase the 'blade' in a volumetric scatter material so that it scattered the light - but that would also cause complications as the volumetrics would scatter any light in the scene, not just that from the blade. It's also bad practice since it's not physically accurate. However, you would be better not going down that route as it's dependent on there only being 1 light source (the light saber) - otherwise the other sources of light would also appear on the plane (unless you hid them behind the plane or moved them to a different render layer). The light bounces off the plane as well as the whole scene behind it being visible.

Here the 'blade' has an emission strength of 2 and there is a plane behind it (with the above material) between it and the 'background' cube and suzanne. This could produce the following effect :

FEATURES - Corded stick blender with variable speeds. In Cycles you could create a material using an Add shader to add Transparent and Diffuse - so that you get the Diffuse effect from the plane added to the view through the plane as if it wasn't there. LIGHTSABER FOR YOUR KITCHEN- Adds the power of the Force to every meal MAKE SOUP AND SMOOTHIES LIKE A.
