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Vivi
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Joined: Wed Sep 14, 2011 5:05 pm Posts: 83 Location: South Africa
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Hi! I'm on my way to buying this product just curious to know how / if we can create volumetric light like in this picture? The light from the windows  Much appreciated.
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Wolvawab
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Joined: Wed Feb 16, 2011 11:00 am Posts: 97 Location: France
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That would also be great to see how you achied this. 
_________________ - Workstation : AMD PhenomII X6 3,2GHz - nvidia GTX580 3GB VRAM - 8GB RAM - RAID0 2x500Go. Maya 2012 SAP.
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Vivi
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Joined: Wed Sep 14, 2011 5:05 pm Posts: 83 Location: South Africa
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nono i did not make it  . I'm asking how to acheive that effect, unless you meant how AAA studio made it, in which case yes i'm also interested !
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Wolvawab
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Joined: Wed Feb 16, 2011 11:00 am Posts: 97 Location: France
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Yes I am talking to AAA. Sorry. 
_________________ - Workstation : AMD PhenomII X6 3,2GHz - nvidia GTX580 3GB VRAM - 8GB RAM - RAID0 2x500Go. Maya 2012 SAP.
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Jan_Tomanek
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Joined: Tue Oct 27, 2009 11:03 pm Posts: 1607 Location: Prague - Czech republic
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Very simple - make volume cloud with fog in Maya Fluids, and aim a light into it. Thats all.
_________________ Thank you for contacting us. If you have any further questions, please do not hesitate to contact us.
All the Best Jan
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Wolvawab
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Joined: Wed Feb 16, 2011 11:00 am Posts: 97 Location: France
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Have you assigned the mesh of the window as a collision object to the Fluid to make it match perfectly the shape of window? In this case for example: http://www.youtube.com/watch?v=Z6tZsdtHMfo
_________________ - Workstation : AMD PhenomII X6 3,2GHz - nvidia GTX580 3GB VRAM - 8GB RAM - RAID0 2x500Go. Maya 2012 SAP.
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Pavel_Hradsky
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Joined: Sat May 15, 2010 12:28 pm Posts: 348 Location: Prague, Czech Republic
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The window geometry and the table, etc, cast shadows which are normally received by the fluid. They can be anywhere, between the fluid volume and the light or even inside the fluid volume. In order to make the fluid "disappear" where the shade is, increase "Shadow Transparency" in FurryBall fluid settings/attributes.
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Vivi
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Joined: Wed Sep 14, 2011 5:05 pm Posts: 83 Location: South Africa
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EDIT: haha like the above mentioned. i was too slow with reply
Ok i'm kind of getting there,
i just want to make sure i'm doing it right because it makes my scene very slow, is that normal?
anyway wolva, create a 3d fluid container, make it big enough so that the light can shine where you wan't the volume.
Then add a furryball fluid attribute and override maya samples + turn on transparancy on fluid shadows (this will give your light window shape, because everywhere your light casts a shadow it will be transparant)
like this in my quick test
Attachments:
1.jpg [ 131.5 KiB | Viewed 18662 times ]
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Wolvawab
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Joined: Wed Feb 16, 2011 11:00 am Posts: 97 Location: France
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YOU ROCKS! Thank you so much guys, will try this tonight. 
_________________ - Workstation : AMD PhenomII X6 3,2GHz - nvidia GTX580 3GB VRAM - 8GB RAM - RAID0 2x500Go. Maya 2012 SAP.
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Michal_Benatsky
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Joined: Mon Aug 30, 2010 8:22 pm Posts: 21 Location: Prague, Czech Republic
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To make it faster enable depth jitter in regular fluidShape settings (it works in furryball too). And set lower number of samples (its better to set it using number of samples in Furryball fluid node as it allows you to set in as a float number, therefore it gives you more freedom  ) Thats is ... you should be able to make it run almost realtime 
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