Hi Ed,
Thanks for the reply, it was much appreciated. Yes this is the kind of thing I was looking for, and after turning on 'transparent' in the property page I did see a difference. However, I have found some other problems. For instance to actually create the transparent areas on the grid, I had to use a painted texture and copy it's alpha to RGB. I had to turn off 'force shadows' in the volumetric page, and instead turn on the spotlights shadow attribute.
At this point, I had an image which looked somewhat like yours.....great. But I did find that turning on shards in the 'volume' PPG and trying to animate them was a problem, as for some reason the shards still appear to stop at the first grid, and continue through to the transparent areas stipulated by the texture. Basically u can see the shards animating above the grid, but not below....ever had this problem? Maybe I could use invisible objects floating around the scene to create my own shards?
My last favour, is whether it is possible to use a procedural texture as a transparancy map......doesn't seem to work for me....is it possibly because I need to extract an alpha to plug it into the transparency of the material node?
Sorry about the amount of questions, maybe one day I can return the favour? (I hope!)
Thanks