Hi guys.
This problem has been bugging me now since last week yet I can't seem to fix it or work out why it's not working properly. I'm trying to recreate the lights seen in the picture below. When the fog lights are turned on, the glass in real life lets a lot of white light through, despite the lens being red. When I recreate this in max + vray, the light remains red no matter what intensity I use.
Also, with the day running lights, these lights have a high-powered LED that shoots light through a glass tube (you can see the start of this where the light is a bit more yellow), bouncing off the chrome behind the glass tube and refracting around the tube itself. To get the light stripe, I've created a spline and turned it in to a vray mesh light. The glass is a standard glass material and the lens is the same material but with red in the fog. If I use 60 in the light multiplier, it looks the same as if I use 600.
Surely if I am ramping the intensity up so much, it should be affecting the material?
This problem has been bugging me now since last week yet I can't seem to fix it or work out why it's not working properly. I'm trying to recreate the lights seen in the picture below. When the fog lights are turned on, the glass in real life lets a lot of white light through, despite the lens being red. When I recreate this in max + vray, the light remains red no matter what intensity I use.
Also, with the day running lights, these lights have a high-powered LED that shoots light through a glass tube (you can see the start of this where the light is a bit more yellow), bouncing off the chrome behind the glass tube and refracting around the tube itself. To get the light stripe, I've created a spline and turned it in to a vray mesh light. The glass is a standard glass material and the lens is the same material but with red in the fog. If I use 60 in the light multiplier, it looks the same as if I use 600.
Surely if I am ramping the intensity up so much, it should be affecting the material?
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