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Yep, this has been requested a lot and it certainly is coming; we already have a volumetric environment fog shader in Maya, so it should not be too hard to translate this to V-Ray for 3ds Max.
is it just fixinf the fog or would it be fixing the use of environment effects? i notice final-flare doesnt work with vray camera either
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is it just fixinf the fog or would it be fixing the use of environment effects? i notice final-flare doesnt work with vray camera either
Imo it's better not to touch the max native volumetrics at all. I always felt a bit strange in max about adding "volume light" to the lights, and not creating a volumetric thingie around light that can be illuminated, sorta broke up the scene consistency. So I think Vray will have it's own volumetric implementations. The logical thing to do if youre thinking in standalone too.
Anyway, it will be another great addition. I hate working with VRay and MR simultaneously just to get a decent volume pass.
For the volume lights+vray camera combo there is nothing we can fix on our end unfortunately. Volumetric lights are simply too weak to show with the physical camera, and they purposefuly clamp their output so that you can't increase their intensity. The only thing to do in that case is to disable the Exposure for the physical camera. The other option is to recompile the 3ds Max volumetric lights (they are in the 3ds Max SDK) with the clamping code removed.
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