Is there a setting (similar to flare2alpha) for volumetric lights..?
When rendering an F9 nothing shows in the Alpha channel for the lights.
If you add a buffer for vol light, you get a seperate render buffer, but doesn't have the full transparency.
View attachment 154559final render
View attachment 154557Alpha
View attachment 154558Vol
Think that is an error... Have a feeling they were not going to allow those lights to affect volumetrics, but users/testers revolted, so they allowed itVolumetrics, it states Distant and Env Light don't affect volumetrics.
Turning it on, it does.
View attachment 154555
Thanks....Think that is an error... Have a feeling they were not going to allow those lights to affect volumetric's, but users/testers revolted, so they allowed it
As for the volume buffer not having an alpha. I think the renderer is now an additive renderer, so all (most) buffers can simply be added to the original render.
So, if you require your light volumes to be added in post, you just have to add them on top of your original render.
The help page below might be useful.
num = sample( instance, memory, ray, p, maxSamples, samples[], lightsamples[] )
Given a position p in space, compute light samples.
typedef struct st_LWLightSample {
LWDVector direction;
LWDVector color;
double distance;
double pdf;
} LWLightSample;
The light plugin fills in the samples information in the lightsamples array. Up to maxSamples samples can be stored in the array. This number is related to the maxilluminations value set by newFrame().
direction
The direction of the sample in world coordinates. It must be normalized.
color
The color of the sample.
distance
The distance between the spot being illuminated, and the light sample. A value of DBL_MAX indicates the source is infinitely far away, such as for Distant lights and other 'infinite' lights.
pdf
The probability distribution function of the sample.