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Volumetric light in animation


Paul Davison
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Hello, I was wondering if anybody could give some advice on how to animate in 3ds Max, using Vray (mainly sun and sky system) and get nice volumetric lighting. I can only get it to work with standard lights and and loathed to put them in the scene which will give additional illumination. Is there a clever way to get a 'light mask' using the render elements to then use in After Effects?

 

Thankyou in advance for any help

 

Paul

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one thing that occured to me was duplicating the scene, replacing the Vray light/sun with the standard light to create the Volumetric effect, then replacing all materials in the scene with a matt black then render the animation. What you are left with is an animation/still that can be placed on top of the fully rendered scene giving the layer a 'screen' layer type in post, then you should have the effect but with full control how strong you want it

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Thats the way i have done it before as what your are getting is essentially a

volume light pass and a mask at the same time. It works very well if your happy managing a seperate file. What you could maybe do is set up a seperate scene state to handle the conversion rather saving a seperate file? either way is fine though. If your happy with the post work your render time becomes a fraction of what it would be to handle it all in render while alos giving you control.

 

I don't know how Vray handles the max standard volumetric effect and lights but i know that mental ray has a hard time with it in that you really have to up the sampling to get the quality you are looking for. Either way you can always switch to scanline to get the pass.

 

Looking forward to seeing your results.

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But if you exclude it from all the objects how will the volume light cast shadows, say through and open window?

 

For general atmosphere fog though thats a great tip actually. I never thought of that.

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I just went through all this with an animation, and the way I ended up doing it was exactly as suggested, with a separate scene and standard lights with volume light. In order to get the right effect with the building, I just made it so all the geometry was not visible to the camera, but still received and cast shadows and atmospherics. In my case, it was all exterior, so I wasn't concerned about coming through an open window.

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But if you exclude it from all the objects how will the volume light cast shadows, say through and open window?

 

For general atmosphere fog though thats a great tip actually. I never thought of that.

 

 

You just exclude everything from illumination, not shadow casting. Another way you could do it is by having a map in your light with the volume light effect that simulates your window mullions.

 

E

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