#GRIDS,etc.
PMJI, but I am just recently experimenting with 3DS myself. I've used
both Alias & Lightwave in the past and I assume you are referring to
the reference plane in this discussion:
>> Since your taking wishes here, how about a user definable grid
which rests on the 0 point of the Y axis, similar to the kind found
in Alias and LightWave.
COMMENT: For what it's worth, when I need a R/P in 3DS, I create a 2D
grid using the GRIDS.pxp from the pull-down PXP loader menu, then
place it at the world space origin (or wherever you might want it).
You can define the grid size and density as well. Also can
create/use a 3D grid when desireable. You can change it to another
color other than object/path color(s) as well, as desired. It's
actually an object of course, but…….
COMMENT: Also, w/r/t your volumetric fog wish, here's an excerpt from
my comment to Gary regarding that subject for what it's worth:
Actually, now that I think about it, you could do this with a simple
3D procedural gradient mapped to a cube or whatever enclosing your
scene. Thinking back further….I actually faked something similar to
this in another program once by taking rectangles mapped with
transparency and noise/turbulence-derived "fog", and simply stacking
more or less rectangles near each other in the scene to fake the
more/less density of the fog w/r/t world space….then I flew through
it. This was a space scene, not an underwater scene, and I haven't
tried it in 3DS before, but…….what's the difference ? <g> Maybe
these items will be of some use.