nick2730 Posted August 12, 2009 Share Posted August 12, 2009 Hi guys, im trying to recreate a light scene where the light is comming through the window with almost a bloom like aura, volumetric style light. Ive tried the evermotion tutorial but cannot get it to work. I only have a single directional light (vray Shadows)and a single vray light now. How would you guys go about it? I cant post a link since i have too few posts. But im sure you guys know what im talking about. Am i suppose to render out is passes? any tuts on how to do that Link to comment Share on other sites More sharing options...
Tom Hamelrijckx Posted August 12, 2009 Share Posted August 12, 2009 (edited) Done in finalrender; apart from the normal render I created a copy of my scene without GI, and with black materials and background, and a volume light effect on the incoming sunlight. As you can see, the sampling isn't even that high... Edited August 12, 2009 by Mazinger Link to comment Share on other sites More sharing options...
Stephen Thomas Posted August 12, 2009 Share Posted August 12, 2009 You need to do it with a standard light, not a vray light. If you happen to be using a vray sun in your scene e.g. then you need to create a new standard light and snap it to your vray light, you can then simply turn off the standard light so it doesn't illuminate your scene but will still control the volume light effect. Your shadow type MUST be set to 'shadow map' for it to work. Select your light under the volume light effect rollout then set your end attenuation to control where it starts and the falloff. Adjust the density/noise to suit. Edit: Just saw you're already using a standard direct light. If you want to keep using the vray shadows on this rather than shadow map then simply duplicate your light, turn off the new one and use it to control the volume light as I mentioned above. Link to comment Share on other sites More sharing options...
nick2730 Posted August 12, 2009 Author Share Posted August 12, 2009 ok i at least got it working now, is there a way to see where the attenuation starts and end, like falloff on lights or do you just guess. is 0 percent when light starts? and where is 100% Is there a document somewhere that says what each modifier does so i can fine tune this. Before i had a massive white haze everywhere so i turned the density down alot which worked a slight suttle gloom, now im looking to get the rays comming in Link to comment Share on other sites More sharing options...
Stephen Thomas Posted August 12, 2009 Share Posted August 12, 2009 I was referring to the Far Attenuation on the light, not in the volume light settings. You can see this if you check the box that says 'Show'. Also, just checking, but you are using volume light and not volume fog aren't you? If so and you have shadows enabled then you shouldn't be getting a haze everywhere just through the window opening. Might be an idea to make your glass not cast shadows too. Link to comment Share on other sites More sharing options...
nick2730 Posted August 12, 2009 Author Share Posted August 12, 2009 (edited) I was referring to the Far Attenuation on the light, not in the volume light settings. You can see this if you check the box that says 'Show'. Also, just checking, but you are using volume light and not volume fog aren't you? If so and you have shadows enabled then you shouldn't be getting a haze everywhere just through the window opening. Might be an idea to make your glass not cast shadows too. oh so the attenuation for the light itself controls the volume as well. No glass right now just open area, and im sure it was set to volume light not fog, i think it was the angle of camera because your looking right at the light. I reangled it and lowered its setting now im at least getting some volumetric light and looks rightish Edited August 12, 2009 by nick2730 Link to comment Share on other sites More sharing options...
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