The example you posted above are a volume fog which covers a scene, unlike what you're asking.
It's just a case of setting it up correctly, and with the right scale and intensities.
Max's standard lights cast shadows in volumes just right, by the way, i am not sure i understand what you mean.
As for light exclusion, given it's a dialog pertaining to the fog, i'd contend it works exactly as it should, removing the light from participating in the medium.
There are other ways to exclude a light from shining or shadow casting, elsewhere in the UI, where they are pertinent to the task.
This attached was my own shot to render (the whole ship was a collective job to set up, of course, given it had around 1300 lights), and it had an approach *identical* to that of V-Ray, even if it was RenderMan. Working with volumes, particularly scattering, physically accurate ones, is and likely always will be, a difficult, fiddly task.
Hence my suggestion for max lights, and the fake volumelight effect.
It's just a case of setting it up correctly, and with the right scale and intensities.
Max's standard lights cast shadows in volumes just right, by the way, i am not sure i understand what you mean.
As for light exclusion, given it's a dialog pertaining to the fog, i'd contend it works exactly as it should, removing the light from participating in the medium.
There are other ways to exclude a light from shining or shadow casting, elsewhere in the UI, where they are pertinent to the task.
This attached was my own shot to render (the whole ship was a collective job to set up, of course, given it had around 1300 lights), and it had an approach *identical* to that of V-Ray, even if it was RenderMan. Working with volumes, particularly scattering, physically accurate ones, is and likely always will be, a difficult, fiddly task.
Hence my suggestion for max lights, and the fake volumelight effect.
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