stunndman
01-16-2003, 08:44 AM
after playing around with the new mental-ray tutorials i posted a few days ago i was kind of desperate as i couldn't replicate the atmospheric effect without any caustics in the scene
god bless the guy who solved this one for me on the highend3d mailing list
the missing link (literally) was the connection between the light and the parti_volume node - when connecting the two in the Connection Editor be sure to enable "Show Hidden" for the light so the Message attribute does show up
here is the quote
you need to establish an explicit connection manually between the light
instance and the parti_volume shader, using the connection editor the
link is:
yourLightShape1.message --> parti_volume1.lights
Be sure you have the parti_volume shader connected to the volume shader
port and the transmat material (required to "define" the volume) to the
material shader port in your shading group.
just setup a poly cube with the transmat and the parti_volume (scatter
non black, extintion 0.5, min/max_step_len 0.05/0.2) with a spherical
arealight inside, establish the light connection and hit render. Then
y9ou may play with non-uniform to get a foggy moonlight night effect
(takes longer ofcourse).
have fun,
Paolo
Wood, Matt wrote:
> Does anyone know why I can't get a parti_volume shader to react to any of my
> lights? I can't get it to render as anything other than a black cloud.
and attached the mind blowing result (this was just about to see whether it works at all) :wise:
god bless the guy who solved this one for me on the highend3d mailing list
the missing link (literally) was the connection between the light and the parti_volume node - when connecting the two in the Connection Editor be sure to enable "Show Hidden" for the light so the Message attribute does show up
here is the quote
you need to establish an explicit connection manually between the light
instance and the parti_volume shader, using the connection editor the
link is:
yourLightShape1.message --> parti_volume1.lights
Be sure you have the parti_volume shader connected to the volume shader
port and the transmat material (required to "define" the volume) to the
material shader port in your shading group.
just setup a poly cube with the transmat and the parti_volume (scatter
non black, extintion 0.5, min/max_step_len 0.05/0.2) with a spherical
arealight inside, establish the light connection and hit render. Then
y9ou may play with non-uniform to get a foggy moonlight night effect
(takes longer ofcourse).
have fun,
Paolo
Wood, Matt wrote:
> Does anyone know why I can't get a parti_volume shader to react to any of my
> lights? I can't get it to render as anything other than a black cloud.
and attached the mind blowing result (this was just about to see whether it works at all) :wise:
