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Volumetric Fog


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I've created a test cloud from scratch in 3ds max using this tutorial:


It renders fine in 3ds max however when I use the babylon exporter the cloud isn't being exported.

Also if I go into the babylon properties of the object in 3ds max it brings up this error:


************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Max2Babylon.Tools.PrepareNumericUpDown(NumericUpDown nup, List`1 nodes, String propertyName, Single defaultState)
   at Max2Babylon.ObjectPropertiesForm.ObjectPropertiesForm_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Here is a link to the max file in the tutorial (which also produces the same error):
The reason I choose that tutorial was because it is doing it in the simplest way without using any plugins etc. Volumetric lighting and fog are extremely common in gaming and commonly used in webgl and it does mention that fog is exportable from 3ds max in the docs. Also on the demo page of Babylon.js there is a demo of car and in the demo there are "god rays" however I think in that instance the rays are just "billboard/particle" affects.
If for some reason it has been over looked for the 3ds max exporter, how would I go about creating a cloud? would it be something like creating a bounding box and then using this:
or this?
https://github.com/ashima/webgl-noise or another method of randomising (if needed)
I could use particles like in this example:
however the shadows cast are the shapes of the quads (so really blocky).
ideally I would like something like this:
I refuse to use threejs as they have cut support for 3ds max (and never really got the 3ds max export right in the first place), and their documentation and the insane number of revisions are beyond pratical use.
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Is it possible to do volumetric fog or lighting within babylonjs (doesn't have to be exported from 3ds max)? the cloud example is 2d and I think with planes. 

Basically I need a cloud that I can rotate around, if I can use volumetric fog it would have such a greater impact on the user end.
If fog already exists within babylon then I assume that it would be able to be bound to particular constraints? even if it means creating a small scene within a much larger scene (if that can be done?)


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