Lets see, if memory serves me correctly it is because it is a fake. I think it is the same as in Softimage.
My email to support:
When you add volumetric effect it blocks out the Environment light
source entirely. So if you have a scene set up with VRay Sun Sky set up you completely loose the visibility of the environment. Does not matter the settings for the volumetric light. You can make it transparent and the background renders black. Remove it and the sky returns. Then the volumetric light settings are impossible. There are no sett ings I found that actually make god rays visible clearly and also have it so that the light is not so bright it washes out the objects. So what you get is 1) Volumetric with settings that either don't make sense (my user error) or don't work. 2) Volumetrics making lighting a scene with the environment impossible. (Based on my knowledge) I need GI with brute force illuminated by environment and working Volumetric lights together. No post process. If you can have a technician address these issues that would be great. Kind of tired of playing around on the forums when I need serious answers to these issues.
The response:
Dear Richard Culver,
According to your question about VrayEnvironmentFog and Volumetric Lights we want to inform you: About VrayEnvironmentFog: Currently there is a limitation with the VrayEnviromentFog and when it is turned on the background become black. This is a known issue and our developers are working on it and it will be fixed very soon! However there is a workaround in this situation - it is possible to set-up your scene with a large sphere or plane and use this objects as a background. This way the fog is working correctly and the background is visible! About Volumetric Lights: Once the VrayEnvironmentFog is set right adding volumetric lights is easy process. Just add some directional lights and VrayEnviromentFog will make them volumetric. The rays are visible and the objects are not washed out! We are sending you a scene file created with SoftImage 2012 SP1 and Vray 1.5. Global Illumination is set to Brute Force/Brute Force , VrayEnvironmentFog is added to Passes Shaders > Volume , VraySun is main light source and SpotLights with small angle are added for God Rays, a simple plane is added for background! The result is exactly what you want - Volumetric God Rays rendered by BruteForce/BruteForce! Please let us know if this information helps you with this issue! If you have any questions about the scene set-up , or anything else about Vray or our other products don't hesitate to ask us! Regards Svetlozar Draganov
My rebuttle:
Hi,
I finally got a chance to check out your scene file using the demo limited version. I can see from your example that I was not clearly understood as to the problem with Vray. In the attached scene you can see that there is almost no contrast at all in the volume lights from the fog background. Yet at the same time where they hit the object it is completely washed out. In a typical scene of this nature, the fog would be almost undetectable and the volume light would have sharp contrast to surrounding pixels. This is impossible to achieve currently with Vray from my experience. And if this is your best attempt that is confirmed. And actually it is more typically the case that fog is not required to create volume shadows and this is the main drawback and limitation of Vray and other 3rd party render solutions I have run into. I am not sure why this it is so difficult to simply use the Volume light effect with Softimage or write a shader or light to produce volume lights without the use of fog. This would be more in keeping with the typical workflow that has been proven over time to produce fast, predictable, useable results. Voume light with fog should be an option, but it should work in this scenario. Currently it does not. It would be better in my opinion to simply code a light that can produce volume and use objects in front of them to create shadows. (God rays through clouds, light streaming in through a window) The volume effect can be worked on. But I think it is problematic by nature, as most of the time in the real world fog is not required to produce this effect. It is rather dust particles or gasses etc in the atmosphere that get illuminated and are usually otherwise not visible. Secondly, it is not where the light hits the object at the end of the ray I was talking about. Though that is clearly an issue. The Balls need to be the source of the volume shadow. Not several lights. So where the light hits the object that creates the colume shadows from the volume lights, they are unnaturally over lit and blown out. This is not natural. What is needed is a natural looking light source that creates a volume shadow. The reason fog is not workable for this is because by nature, there would never be contrast if the fog is to be visible in the BG. The result is that the light values get cranked to show anything and this blows out the things they hit. What is needed is Volume Lights without fog.
They never responded on this issue after that. Currently in Softimage it actually does not work in a useable way - from my tests.
Hopefully it does in Maya. I will be interested for sure if you can get it working.
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