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AshodT
04-17-2003, 11:39 AM
hey guys.
im working on this animation right now,and i have a lighting problem in max. im using scanline renderer,max5.

so,im using volume light to try and give sun ray like effect.
anyway,the thing is,the volume light passes in everything,making it really not believable.
do you know any way to avoid this?
thanks!!

heres a pic:

http://perso.wanadoo.fr/ashod/lildude/help.jpg

EricChadwick
04-17-2003, 03:33 PM
That's truly odd.

Can you post some more details about how you set up the light?

If you're going for the "god rays" type of look, where a bright light is shining into a smoky room casting long thin rays, then you need to add a projection Bitmap (or some other 2D map), then add the Volume Light effect.

edaddy
04-17-2003, 03:33 PM
i'm nopt sure what you mean by the volume light passes in everything,making it really not believable. but i'm guessing you just need to turn on 'cast shadows' in the light rollout, and maybe play around w/ the attenuation parameters too

AshodT
04-18-2003, 12:10 AM
i already did the shadows thing,didnt work.

posm,i dont want any good rayz or anything,i just dont want the volue light pass into mesh.i gonna have 100 like or ore in the scene.
the light is set up simply.just added volume light and played with the values.

EricChadwick
04-18-2003, 12:45 AM
If you want the volume light to avoid certain parts, you could try making an omni volume light with attenuation and give it a negative multiplier. It might knock out portions of the sun ray volume light...

gaggle
04-18-2003, 01:23 PM
Enabling shadowmapped shadows really ought to work here... I'm sorry for not providing an actual answer, its just.. it really ought to work :)

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