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Topics - somedoggy

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[Max] I need help! / Need to change account email.
« on: 2017-07-01, 04:33:49 »
Is there any way I can do this?

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I was testing light shafts with volumetrics and when unable to get anything working I searched online. Although I found a workaround, this seems to be a pretty strange issue, and for any scenario other than a static camera this technique does not work at all.

At first I was using a global volume, but switched to a box to allow more light to get in initially. This didn't work, and the workaround I found is to move the volumetrics box just outside the camera. For some reason this works perfectly, and I'm guessing booleaning a tiny sphere out right at the camera would work too.

Camera is inside fog volume:


Volume mesh is edited so camera is just outside, but the rest of the volume is kept as identical as possible.


An observer should not need to be in a different participating media (or here vacuum) to see light shafts inside the media.

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Hello! While working on a series of pieces attempting to push realism as far as possible, I have come to realize that caustic materials behave strangely. I've set up a test scenario for this problem.

The setup here is a barebones room/glass setup with the glass intersecting into the room box on all sides, allowing no leaking as far as I understand. The light sources are the Corona Sun and Sky combo, though I have also tried a Corona light which produces the same issue but renders faster. In the leftmost image you can see a typical rendering with caustics disabled on the glass material. As expected the bounce off the ground has provided the majority of illumination to the room.



The right two are the same render but show a clear oddity in how Corona is rendering: no light from the sun has managed to illuminate the room after contacting the floor. Confusingly, the light from the sky environment manages to start illuminating the room immediately. Even rendering with the sky as the only light source produces (slightly) different results when toggling caustics, which makes me believe that the sky also interacts with them. This "lagging" behind of actual light sources vs the sky environment is perplexing.

What can be done about this? I'm currently cheesing the render in my actual scene to get my desired effect, but in the future I have more caustic heavy work planned that would require correct rendering. I greatly appreciate any insights that could be offered into why this happens and what can be done.

This was done in a new scene with 1.5 hotfix 2, in Max 2017. All renderer settings other than MSI and max ray depth are at their defaults.

Thanks for reading!

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Hi! I'm trying to use a light source to project an image into my scene. You can see in this picture that while my light has a directionality of 1 and the source image is high quality, the projection on the wall is blurry far beyond expectation.



Pushing the light source closer to the wall produces sharper images, but this does not make sense for lights with a directionality of 1 which intuitively should act like a perfect laser (projecting a perfectly sharp image through a vacuum, forever, and not obeying inverse square). In reality a laser can produce a sharper images even at this distance (a few meters) and, obviously, such an ideal scenario is not even required to produce sharp images. You can see this for yourself in movie theaters.

This is making it hard to model a virtual projector, something I need for my scene which pushes for purely practical effects in a digital environment. Has anyone been able to accomplish something like this? Any info or pointers on errors I may have made?

Apologies if this is a dupe of previous threads. A cursory search yielded nothing and I have spent most of my time looking at the documentation.

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