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-VOLUMETRIC
LIGHT-
This tutorial is about making something like that volumetric light
you see in Kinetix logo.
This is also my first tutorial, so if you find it useful please
let
me know, and I will be even more inspired
to do another one. |
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The
geometry is created by applying a Bevel modifier to a rectangle shape with
the text cutout from it. To cutout the text we'll perform a Boolean subtraction
on splines. In Front Viewport click on origon to make the text centered inside the
rectangle.
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-MOVE VERTICES-
In Modify Panel, with
the text selected apply the Edit Spline modifier. In SubObject/Vertex, select the two vertices (Ctrl-click the other one) in the letter "M" and
move (constrained to y-axes ) one "snap"
or 10 units down (shown in figure). |
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-ATTACH-
In
order to perform a Boolean operation on splines they must be part of the
same shape, so next step will be to attach them to one another. |
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-BOOLEAN SUBTRACTION- In Edit Spline go back
in to Sub-object level/Spline (this time), and select the rectangle( it
should turn red, if you have default settings). Click on Boolean and choose Subtraction...now pick (click somewhere on the text) the
"text-shape" when the cursor changes. At this time you can't see if the Boolean really worked, and if you want to be sure, apply the Extrude modifier to turn the shape into a mesh, and check it out in a shaded viewport. If it didn't work you may have to edit some vertices. If you used Arial like me I'm sure it did. (Don't forget to remove the Extrude modifier).
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-BEVEL-
Finally
apply the Bevel modifier with these settings:
In Material Editor, click Get Material and pick for this tutorial the material called Gold Crinkle in MAX Library. Adjust the Shin. Strength to 100. With the geometry selected click "Assign Material to Selection".
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-VOLUMETRIC
LIGHTSOURCE-
Now's
the question what lightsource to use for the volumetric light. Since the lightrays has to be blocked and only shine through the cutout letters, the lightsource has to be able to cast shadows. That leaves us with the spot and the directional light.
The spot spreads its light in contrary to the directional (parallel) light. Lets choose the Target Spot and place it distant from straight behind to be able to get slight angled rays. |
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-TARGET SPOT-
In the Top Viewport zoom out until you got a 100 unit Grid (look at the Statusbar). Create a Target Spot 600 units (6 grids) from behind and the target snapped to origon. |
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-HOT SPOT- The
geometry has to cover the hotspot to avoid light shining outside.
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-ATTENUATION- The
light starts fade out at the geometry. |
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-LIGHT
SETUP-
Remember that when you put a lightsource in to the scene the default light is not present anymore so you need to put some light in it. I placed a couple of omnis using the Place highlight align tool in MAX to highlight those beveled edges. To use Place Highlight click/create an omni in lets say the Top Viewport in front of the geometry. Choose Place Highlight and in Perspectiv Viewport drag the cursor across the geometry. As you drag across the surface a blue line appears at the cursor, showing the normal of the selected face. The omni move to higlight the selected face. |
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-VOLUMETRIC
LIGHT-
MAX 1.2: |
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