Hey. I was playing around with max and came up with this method for faking volumetric light. It uses a mix of gradient and falloff for opacity map and a flat self-illumination color, applied to a geosphere. I just took a raw render of the result, this is exactly what it would look like in-game.
It has limitations such as the sphere cutting off when its near an object, and giving bad results if you stretch the sphere in one direction, but you can work around it by applying the elongated sphere a normalmap of a straight sphere. But overall, I think it gives a decent result.
Just wanted to share it, comments and suggestions are welcome.
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Thanks. I don't know much about unity or UDK, but it will work on any application that supports falloff + mix channel + illumination maps
Pretty neat trick.
The cone shaped light is also not bad. I can imagine that it could be better with more layers of cones.