View Full Version : Volumetric and Hypervoxels
I would to render a scene with a volumetric light projecting rays through a smoke curtain (Hypervoxels obviously I think). I tried with a volumetric light and a scattered pieced object and it go well,but when i try with a volume hypervoxels i lose the projecting rays effect.
How can I do?
Thanks everybody for your help
01-10-2006, 04:29 PM
At work at the moment so can't check my copy of LW, but there are several options involving hypervoxels and shadows. Check to make sure the appropriate options are enabled for shadow casting by the HVs.
I've never tried to shine a volume light through HVs so I'm not even sure if the engine calculates it.
01-10-2006, 11:10 PM
volumetric lights can shine on HVs, but HVs won't cast volumetric shadows.
01-11-2006, 02:40 PM
Hmm donīt think itīs possible to do with hv, have tried it but never succeded to do that with hv
Hmm could ogo taiki be an option?...if you have it, and if you make particles and put a texture on it in ogo taiki, then you should be able to get it to react and cast lightrays(with some knowledge and tweaking ofcourse)
01-13-2006, 12:00 PM
Do you mean OGO_Hikari?
01-13-2006, 06:52 PM
Nope..I mean Ogo Taiki...universal volumetric atmospheric plugin, the other one is the subsurface scattering plugin from the same author, however..you should be able to use Ogo Taiki..if you have a valid license for ogo hikari.
heres the link..
beta demo download is at the top of the page..
beware of huge render times thou...
You can use the plugin on particles, or even modeled points instead of hypervoxels..and They
do react to sun or lightsources..and with a fog setup you can get this to cast lightrays/beams
through clouds or particle emitted smoke..but that will really crank up rendertimes.
01-14-2006, 01:26 PM
Yeah, I've got Ogo Taiki. It's the tweeking part that slays me.
01-14-2006, 01:26 PM
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