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DarkenRahl

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  1. Thanks for the clarification. For closure's sake, the method works for a single light just fine, but adding more than one light took way too long to render for the result. I really appreciate all the help, though.
  2. Chris, Thanks so much for that, I will take a look and play around with it. I think it's strange that the water material doesn't show light sources through the surface, but workarounds are a good substitute. Thanks!
  3. They work just fine from the surface of the water and beyond, but they show nothing beneath the water surface. The two images in my initial post use the parti volume shader. The second has no water surface and the light volume is visible to the point source. The first has the water surface which interrupts and hides the volumetrics under the water's surface.
  4. That's more correct than anything I have been able to generate. What's the secret?
  5. Is that caustic generated? I like the look, but the pool needs to be smooth surface. Sorry to nitpick, I do appreciate your help.
  6. Ismael, the blurring isn't what I want, although your point is valid. If your attachments are renderings, how did you get the lights under the water surface to show as they do? Marius, you are correct most of the time, but considering the instructions are typically "Move that camera 1 foot to the left." after the photoshop has been done, getting it done in render (since I have access to a render farm) saves time, albeit counter intuitively. Chris, that's a nice effect, but not what I'm after. I tried caustics and got a similar effect, but isn't what I want. I appreciate it, though. Basically, the only light I can get to be perceptible under a water surface is a self illuminating piece of geometry, and then the geometry shows up, but the lighting effect does not.
  7. Photoshop is an option, to be sure, but if it can be done in-render, it would save a lot of time (and be useable in animations).
  8. Hello, Long time lurker, newbie poster. I have been trying, to no avail, to create the type of volumetric lighting found in the following reference image: I have used multiple water materials, tried both methods of volumetrics, I have even used a transparent, non-reflective material to represent water just for a test and I can't get anything to work. With volumetrics enabled through the parti_volume shader, I can get volumetrics that start at the water's surface, but anything beneath the surface is simply not there. I have also tried a cube for the water as well as a simple plane. Either way (and with the correct options in the material for planar vs. solid geometry in the water material) gives the same failed result. The following is the photometric target light with the sun and sky off, first with the water material, second with the material off. I have done a lot of googling, reading, and such. There are a ton of tutorials on underwater scenes, water textures, and volumetric lighting, none of which help with the specific issue I'm trying to wrap my head around. And the scene file, should anyone want to play with it. It's a basic file so I could play around with settings before I roll it out to the larger project. pool test.zip Thanks!
  9. That didn't fix it like I expected. I also applied a masonry texture, and that is rendering as black. Any ideas? Thanks.
  10. It seems that vue has a setting that tells it what its units are in relation to 3dsmax's. Unfortunately I have only gotten to change this value once without crashing, so I have yet to be able to test it out. I think that if the values match, it might fix the problem, because I remember that I had an instance of lighting not working right because I had imported my geometry incorrectly and my entire building was a foot tall.
  11. I have bounces set to 4 and the ceilings are still overwhelmingly dark. They do not match with the other elements around them, but instead look to be black or nearly so. They are the same material as everything else. I rendered with Force 2-sided checked and it did not fix the issue. Thanks for the suggestions. Any others? Like I said, this ONLY happens when I enable vue and add their atmosphere and trees.
  12. I downloaded the PLE of vue xstream 10 to use with 3ds 2012. I got the skies and the trees to render, but at the cost of my building's quality. I put a default material that was an off-white diffuse color based on the "Matte" arch and design material on every surface that wasn't glass. I made sure the normals were facing out. It still renders the undersides of any geometry as black. Almost as if there were no light reflecting from them at all. I have final gather enabled and have even tried it with GI enabled, all to no avail... Any help would be much appreciated. The scene works fine without vue being enabled. I have tried disabling the vue final gather process and have monkeyed around with the physical lighting value in vue's settings...
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