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Volume Light and some FX


Szymon

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That's exactly what i mentioned in my post before.

1. make i3d texture ( simple sphere )

2. Place a normal light(fastshadow) with a projectormap (some black and white noise ) on top of the athmosphere object, wich includes the above 3d-texture and

than render the scene. :)

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I'm trying to create some kind of Volumn light too.

And I try to do as you've posted but I still don't get it ;)

can I see the hip file?

Ok here it is.

I have not included textures for floor and background.

Again the main importend thing is the "projectormap" and the light must LOOK through the i3d texture.

vol.zip

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Done before downloading your file Mike :) Thanks for explanation :D It was very helpful.

Weird, but every time I want to make something in Houdini it's simpler that I think. I have to practice more to think Houdini I gues B)

For those who can't sort out the problem, I'm also ataching the file. Don't forget to change the path in v_texfog1 shader, and light4 Projector Map.

Mike, thank you again :)

VolTest.ZIP

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Done before downloading your file Mike :) Thanks for explanation :D It was very helpful.

Weird, but every time I want to make something in Houdini it's simpler that I think. I have to practice more to think Houdini I gues B)

For those who can't sort out the problem, I'm also ataching the file. Don't forget to change the path in v_texfog1 shader, and light4 Projector Map.

Mike, thank you again :)

Hahaha, what are you talking about man?! Mike did all the work for you :P

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Hi again,

I think I can make a simple volumn light now.

I've attached an image here.

And I have another question.

Look at the picture when light pass those colored glasses. (normal vex texture with diff and transmit value set to be the same)

fog has the same color still, may be because of the Fog color setting.

So I just want to know.

Is there any way to also change the color of those fog to sync. with those

colored glasses?

thanks all in advance :D

post-15-1033053817.jpg

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  • 2 weeks later...
  • 1 month later...

just to revive this thread...

it's simple enough to have nice light beams running through i3d volume clouds...but what if you want volume shadows? (like the poster oroginally intended)

create one atmos. object for the light rays and another for the actual clouds....the first one to figure out how to cast decent volume shadows from the cloud inside the atmosphere gets an ice-cream....(or a beer )

cheers....

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