PDA

View Full Version : [3dsmax7] Alternative for Advanced Lighting Override Material


sonictk
20-09-2005, 01:17 PM
Hello.

http://67.15.36.49/team/Tutorials/vaults/vaults_01.asp
I've tried to simulate the lighting shown in that following tutorial, but having only limited success.

Firstly, I tried using a volume light, which was unconvincing and didn't really work at all: the light was too "solid".

Secondly, I tried adjusting the lights I used (photometric point lights) intensity and such, applying shadow maps, but they didn't really work.

Thirdly, I tried using an Advanced Override Lighting Material to simulate high glow of an object, but found that mental ray does not support those.

So I would like to ask here: What would be the most practical way to simulate that effect of light passing through an are with a lot of dust particles?

And while I'm at it... http://67.15.36.49/team/Tutorials/v9_chen/chen_01.asp Is there a way to simulate that lighting w/o post-production in Photoshop?

EDIT: This method that my friend described to me didn't work either, either the light showed up when I set the opacity to anything above zero, or niot at all when I set it at zero, but no cool ass glowing effects appeared.

Create a plane that engulfs the wind completely and perfectly
Then you extrude that plane all the way to the ground by rotating it 90 degrees.

In photoshop, create a new bitmap that is pure black.
Select a light grey and add clouds via the cloud filter.
Save it somewhere

Go in your material editor and make a new material.
Click the diffuse box and choose bitmap.
Select your bitmap and add it to the new shape you made.
There should be a transparency option somewhere in the material editor.
Set it so it's in "additive" mode. (The darker the color, the more transparent it is.

Add spotlights behind the windows of your scene.

Voila.

Any ideas?