rirad
07-24-2003, 02:53 PM
I have a small question about inverse volumetrics. I would like to simulate the presence of a opalescent medium between two geometries (For example inside a sphere). My idea was to use inverse volumetrics to do the trick. I made a scene like this:
- top inverse volumetric light spot (facing down and containing a transparency map with noice)
- below the light: a plane (normals facing towards the light)
- below the plane: another plane (normals facing away of the light)
After the light rays pass the first plane, the inverse volumetrics are created. Now I hoped the second plane would block the inverse volumetrics light beam (making it appear as if the volume inbetween the two planes is opalascent) but unfortunately it doesn't.
I tried reversing normals and light exclusion settings.
Does anyone know a method to block inverse volumetric light beams by geometry?
Thanks, rirad (also posted at postforum)
- top inverse volumetric light spot (facing down and containing a transparency map with noice)
- below the light: a plane (normals facing towards the light)
- below the plane: another plane (normals facing away of the light)
After the light rays pass the first plane, the inverse volumetrics are created. Now I hoped the second plane would block the inverse volumetrics light beam (making it appear as if the volume inbetween the two planes is opalascent) but unfortunately it doesn't.
I tried reversing normals and light exclusion settings.
Does anyone know a method to block inverse volumetric light beams by geometry?
Thanks, rirad (also posted at postforum)
