Scene: Night, inside a dusty old room with panes of dusty/dirty & broken glass in the window. Moonlight streaming in (ignore the moon image in the background).
I need to create the effect of rays of light from the cracks in the window lighting up the dust inside the room, AND show the two-tone lighting coming from the remaining glass and the holes in the glass .
The glass is several planes that have been sliced with the "cut faces tool", with a simple phong shader at about 50% transparency.
The rays of light are from a distant spotlight, with volume light (light fog) turned on, and using depth map shadows.
The two-tone shadows on the floor are achieved by a duplicate spotlight (in the same position), but using raytrace shadows.
The moon and the trees are actually a plane just outside the room (with casting and recieving shadows turned off), so as to block visibility of any depth of the volume light.
The problem is, the volume lighting, when it hits the glass, causes it to be intensely lit - turning white... This is what I'm trying to get rid of... I need the glass to be visible (partly transparent) and not blown out by the volume light.
I've heard there's a workaround for this situation, but I haven't found it yet.
Possible somehow clipping the visible range of the cone of volume light so it starts after the panes of glass? I've tried leaving the primary visibility of the panes of glass off, and having duplicates of all the panes and glass in the same place but with everything in their rendering stats turned off except for primary visibility, but the problem returns...
Could somebody help me?
An image of what I'm talking about is here:
http://users.tpg.com.au/robchis/glassQuad.jpg
Thanks everybody