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Volume light reflections
show user profile  freddieth
Hi there.

I am new to max and im trying to figure out how to get my ocean (lume) water to reflect my searchlight. the water seems to reflect my other elements quite nicely but not the light.

Ive made a directional light and added "volume light" to the environment properties

Is there a box or something i can tick? Please let me know - help much appreciated.


read 877 times
3/17/2009 12:09:47 AM (last edit: 3/17/2009 12:09:47 AM)
show user profile  albongino
I think you have to do it manually, here's an idea:

just get a light under the ocean mirrored to the original one from the water surface, let it pan (right/left) together with the original one but when it comes to tilting (up/down) it would have to be the opposite, both beams will meet in the water surface pointing in opposite directions..


read 873 times
3/17/2009 12:30:08 AM (last edit: 3/17/2009 12:30:08 AM)
show user profile  freddieth
mmmm except that wouldnt give me proper reflections in the water.. which is what i originally started doing this in 3D for..

surely theres a way i can do this?!
read 841 times
3/17/2009 3:25:36 PM (last edit: 3/17/2009 3:25:36 PM)
show user profile  Bolteon
reflections or refractions?

-Marko Mandaric

read 839 times
3/17/2009 3:26:41 PM (last edit: 3/17/2009 3:26:41 PM)
show user profile  freddieth
yeah thats what i have been looking at.. but since i am new to all this i dont know which thing should go where.. should i be in the material editor or the environment editdor and does that mean i should apply raytrace to something?
read 836 times
3/17/2009 3:34:15 PM (last edit: 3/17/2009 3:34:15 PM)
show user profile  Bolteon
you still didn't answer my question but anyway:

google is teh friendz.

-Marko Mandaric

read 832 times
3/17/2009 3:36:50 PM (last edit: 3/17/2009 3:36:50 PM)
show user profile  albongino
you are talking about reflection in the first place, on how to reflect your light beam, when you have light rays reflected off a specular surface and casted on another surface its called reflective caustics, but I don't know if the reflective caustics will include the fog from the original light source... and anyways, it would take a lot of calculation for it to be efficient...

I assume you want to see the foggy light beam bouncing off the water, if you have a noisy water surface then the light beam logically would have to split in many rays according to the part of the uneven surface the original beam is hitting, in other words, a lot of work needs t obe done, well then add an animated noise map to the light under the ocean and it can do the trick,

if you want it perfectly done with a "tick on a box" then write to autodesk about it or something, or maybe there's some kind of script that can help, but I couldn't see any other easy way around it...


read 817 times
3/17/2009 5:22:21 PM (last edit: 3/17/2009 5:22:21 PM)
show user profile  Bobbyboy
ok, first things first, volume modifier doesn't work with mental ray, and ocean lume doesn't work with scanline so wtf?

here is what i think you are asking, I don't think you wants the beam to reflect off of the water creating another volume, this doesn't really happen in real life as an ocean surface is too choppy.

If what you want is a spot light beam to hit the water and the water itself to to have a nice reflection of that volume beam, then what you are doing wrong is you are not creating the volume correctly. Like i said, mental ray, doesn't support volume modifiers, what you need to do is create a parti volume modifier

read 804 times
3/17/2009 6:48:23 PM (last edit: 3/17/2009 6:48:23 PM)
show user profile  freddieth
thanks thats awesome. didnt think about the two different renderers at all! and thanks for the parti volume modifier effect that did exactly what i wanted. bang on
read 793 times
3/17/2009 8:25:49 PM (last edit: 3/17/2009 8:25:49 PM)
show user profile  Bobbyboy
make sure you keep your scene in realistic units when using mental ray, or things will start to go iffy (if it is bigger than it is meant to be renders might take a lot longer than needed and lights wont look right)

read 790 times
3/17/2009 8:28:52 PM (last edit: 3/17/2009 8:28:52 PM)
show user profile  freddieth
oh thats good to know thanks for the tip. im now adding rain to my scene via Parray but the searchlight doesnt seem to be hitting the particles?
read 785 times
3/17/2009 8:38:03 PM (last edit: 3/17/2009 8:38:03 PM)
show user profile  albongino
yes ocean surface is too choppy thats why I said it was hard to "reflect" a perfect light beam with volume///

also you could never expect scanline to do something "that real life like" and for your info: a light beam reflected off a mirror (water as well) has volume from the source beam and the reflected one so "WTF"?

anyways, still looking for the parti volume modifier

read 767 times
3/18/2009 2:17:36 AM (last edit: 3/18/2009 2:17:36 AM)
show user profile  freddieth
haha yeah. it seems with max you can do the same thing 20 billion different ways.. the parti volume thing is just under the camera effects roll out in renderer.. then under camera shaders pick parti volume for the "volume" shader..
read 728 times
3/19/2009 3:39:16 PM (last edit: 3/19/2009 3:39:16 PM)
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