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Oh the memories. From these images you can tell that volumetric light was a big deal at the time. In 3DS DOS we used gradient opacity to fake it, but when MAX arrived we had the ability to do proper volumetrics with shadowing. It was slow but amazing and I know I was alone in just making excuses to shine volume lights through geometry for apparently no reason.
I used them too, Brandon. Lots of slow-rendering fun. 🙂 And if one wanted good sampling it could take hours.