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volumetric lights
Posted: Sun Feb 02, 2014 7:55 am
by Dmi3ryd
Hello everyone.
Can you please tell me how can I increase strength of volumetric lights? I'm using just a simple specular material with IOR = 1 + small subsurface radius (mudium node).
Re: volumetric lights
Posted: Sun Feb 02, 2014 7:58 am
by profbetis
You're already on the right track! All I can say is turn the Scale up in the scattering node (maybe by a factor of 5?) It may start to seem hazy, to counter this, you may want to darken your materials a little bit or adjust the gamma in the Imager settings.
Re: volumetric lights
Posted: Sun Feb 02, 2014 9:27 am
by Dmi3ryd
Unfortunately scale didn't solve my problem

Re: volumetric lights
Posted: Sun Feb 02, 2014 9:32 am
by Dmi3ryd
Here I do not see volyumetrics

Re: volumetric lights
Posted: Mon Feb 03, 2014 9:21 am
by profbetis
Hmmmmm, scale is supposed to directly affect how much effect the volume has, strange that it doesn't. Can you post a screenshot showing your material and render settings? Also if your daylight has a high turbulence, your sun is pretty dim in comparison, make sure it's at 2 for maximum brightness of the sun.
I've gotten strong light shafts before with the right settings.

Re: volumetric lights
Posted: Mon Feb 03, 2014 9:24 am
by Dmi3ryd
I think I've already fix this. Here is result. Problem was as I understand in scale of fog shape.
Re: volumetric lights
Posted: Mon Feb 03, 2014 9:27 am
by profbetis
Glad to see you got it working

Re: volumetric lights
Posted: Mon Feb 03, 2014 8:15 pm
by Jorgensen
hi
is this done without 'fake'?
can it be done in the plugin for max?
thanks

Re: volumetric lights
Posted: Tue Feb 04, 2014 4:04 am
by p3taoctane
profbetis
that scene with the light through the slats is great. Any chance you might share it. I have notbeen able to get strong rays like that and have tried a few different settings.
thanks
peter
Re: volumetric lights
Posted: Wed Feb 05, 2014 9:09 am
by profbetis
Sure thing P3taoctane. It's a fairly simple setup. I used portals in the windows to aid in fast rendering.
However it is in 3DS MAX 2013. Hopefully that's usable to most people. You need to make an inverted shell that goes around the camera so that it's not inside the volume.