I've got a Lux light in the box made of 3D layer solid and can't get it work when orbiting i.e. the beam of lux light being blocked when it's "behind" a layer as the camera orbit. As soon as your orbit to another angle, the opposite effect occurs - Lux stays visible when blocked or is blocked when visible. The only way to control it seems to be naming the lights that Lux effects and order of layers in comp.
Is this too much 3D for AE? Any other substitute for a beam of light that would be okay with AE's 3D space?
Lux is probably the best light beam plug when it comes to integration with AE's 3D but it is not able to deal with obscurations with other layers without some pain. The best way to do it is to place the Lux layer topmost in the comp. Set transfer mode for the lux layer to add. Then you'll have to manually keyframe the intensity of the light so it syncs with obscurations, looks pretty good but takes some work.
Thanks very much - I had not though of using add and moving it to the top. When you you say manually key the intensity, can you do this when a beam is some behind an layer and some exposed? Or will I need to mask?
I do love Lux (as well as the other Trapcode plugins) and don't mind the extra work since this project is full of extra work to make AE's 3D functional for me.
The techniqe in my first post works only if the lightsource is very close that the obsuring object.
To obscure the light volumes, manual masking always works of course. But maybe you could somehow use the layers - how about rendering out (or precomping) each obscuring layer and then using them as mattes (or inverted mattes) for the lux layer. Should work, no?