volume lights could be done also with a simple camera shader (render settings/ volume/ parti volume(physics)) using the mental ray renderer. the light is even much more controllable than the usual way with scanline rendering. be sure you set the decay of the mr area spot to inverse and increase the multiplier to a high value, for example to 4. the best thing is to create an instance of the parti volume shader in the material editor, so you can do the finetuning there. note: it is necessary to have planes or objects in the background which cover the viewport completely, else you won’t see any effect at all. the original tutorial can be found at 3dluvr.
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This is the personal blog of Bastiaan van Rooden / aka Spot (CEO/ Head of Rocket Age Development) of Nothing and scholarship-winning graduate of VFS, one-time Siggraph speaker for Pixar about his endeavours in computer graphics.-
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