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  • halo rays

    i have a question
    whats way for making halo in vray
    [attachment=0:2nxbia4a]holotest.rar[/attachment:2nxbia4a]
    at this sample i test it on blender default render engine
    Attached Files
    I am Programmer,I have no life

  • #2
    Re: halo rays

    What do you mean?
    1 - Lens glares?
    2 - Streaks of light in the air? (sun beams/godrays)
    3 - Light in volumes? (like spotlights in the dark)

    As far as I remember, each is done via:
    1 - Compositor nodes (fairly easy).
    2 - Involves render setup and composition (a little tricky).
    3 - Fog gizmos and light setups (a bit slow).

    I guess you mean volumetric light. It is not so hard work to setup:
    - Set the gizmo and tweak the density and distance (usually very low).
    - Add the light (I first experimented with spot light), and face it towards the gizmo. You will have to tweak the light strength to get the desired effect.
    You can experiment in a dark environment so you can see the effects of your setup easier.
    (Remember to render GI)
    H.G.A.
    Forgive my poor english...

    Comment


    • #3
      Re: halo rays

      hello hughs
      thanks alot for helping
      i cant finde tweak and density
      but i was too happy for can render volumetric light
      Attached Files
      I am Programmer,I have no life

      Comment


      • #4
        Re: halo rays

        Yes, you got the concept.

        What I mean with gizmos and densities was this:

        You used full environment fog for rendering. Sometimes this approach is not the best (particularly closed scenes). For example, if you are rendering a room, or an alley (or anything confined) it is best to use a gizmo, which is a mesh that serves as the fog space.

        For example:
        1) Add a mesh. Scale it to be big enough to appreciate the effect.
        2) Go to Scene > Effects > Fog.
        3) In the "Objects" option, select your mesh. Remember to put a light inside the mesh space.
        4) Render. Play with the Color, Density and Distance of the fog. Render again. Repeat until you get the desired effect.

        Enable GI for best results.
        Happy experimenting.

        Sorry for not including Pics...
        H.G.A.
        Forgive my poor english...

        Comment


        • #5
          Re: halo rays

          Originally posted by Hugh
          Yes, you got the concept.

          What I mean with gizmos and densities was this:

          You used full environment fog for rendering. Sometimes this approach is not the best (particularly closed scenes). For example, if you are rendering a room, or an alley (or anything confined) it is best to use a gizmo, which is a mesh that serves as the fog space.

          For example:
          1) Add a mesh. Scale it to be big enough to appreciate the effect.
          2) Go to Scene > Effects > Fog.
          3) In the "Objects" option, select your mesh. Remember to put a light inside the mesh space.
          4) Render. Play with the Color, Density and Distance of the fog. Render again. Repeat until you get the desired effect.

          Enable GI for best results.
          Happy experimenting.

          Sorry for not including Pics...
          thanks hugh to helping
          i try it at first free time ><
          you says mean when i select a box for fog object evrything is in the box are in the fog ?
          or fog particle size equal to object selected by me
          I am Programmer,I have no life

          Comment


          • #6
            Re: halo rays

            Yes, the box (or whatever mesh you use) will serve as the fog space. Only the volume of that mesh will be computed as Fog.
            H.G.A.
            Forgive my poor english...

            Comment

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