Hey, is this totally impossible to make a correct occlusion for 3dsmax viewport volumetrics? It is very annoying to see through the smoke which should be covered by a viewport - seeing all emission points inside of object, flicker and other artifacts that are usually hidden by emitter interior. Only way is non gpu preview like cells or mesh preview but it has it's own advantages as well. I know this is a technical problem non existent in maya viewport tech, but perhaps there is a workaround to get this in 3dsmax?
Best,
nl
Best,
nl
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