jaxtone
07-25-2009, 05:12 PM
I made some race car spotlights about 10 years ago. Used an old LW technique...
(I made two transparent cones. Sized them up in one end so they looked like megaphones. Added a transparency gradient map and lit each cone up by a spotlight inside each one of them. I was really jealous at guys working in other 3D-softwares that just added a spotlight and told it where to shine.)
This old fashioned way of doing it maybe lead to a laughs nowadays but since I havenīt found a better way doing this I thought it would be a good idea asking if any other user found a better way to create nice spotlights in Lightwave!
P.S. I have tried volumetric alternatives but they damage fields of grass Iīve created in Saslite. Anywhere the volumetric spotlight shines the grass becomes invisible. I also experience that itīs more or less impossible to limit the end size of the volumetric spotlights diameter since it seems to increase itīs size when you want it to cast longer light volume. Itīs not optional for a car spotlight to be enormously big in Y and X direction.
(I made two transparent cones. Sized them up in one end so they looked like megaphones. Added a transparency gradient map and lit each cone up by a spotlight inside each one of them. I was really jealous at guys working in other 3D-softwares that just added a spotlight and told it where to shine.)
This old fashioned way of doing it maybe lead to a laughs nowadays but since I havenīt found a better way doing this I thought it would be a good idea asking if any other user found a better way to create nice spotlights in Lightwave!
P.S. I have tried volumetric alternatives but they damage fields of grass Iīve created in Saslite. Anywhere the volumetric spotlight shines the grass becomes invisible. I also experience that itīs more or less impossible to limit the end size of the volumetric spotlights diameter since it seems to increase itīs size when you want it to cast longer light volume. Itīs not optional for a car spotlight to be enormously big in Y and X direction.