the best two things about this method are that it works for both Eevee and Cycle the second thing is this method doesn't depend on the light source, great video bro thanks.
Great tip! I used this for god rays lighting through two windows in my scene. I just snapped the vertices of the side the rays come from to the shape of my window and added a subtle animation on the W value.
Finally, eevee get lightweight god ray! volume+light has better accuracy but, really heavy for animation. This is so useful for animating beam rays, like concert laser beams. (that rays doesn't need accuracy. Just need quantities! and, this method doesn't make too foggy the field)
great tutorial. I think the material bug happens because you are not applying the scale on the mesh. This happens when ur scaling objects with procedural textures like voronoi.
bt with this, will the rays move as i move my light source? coz im creating a scene where the sun is setting low really fast like a timelapse, and i want the the rays to change direction as it sets low accordingly to the sun's position
Cool tutorial. Thx. Do you have an idea how to "Shape" the light ray? (in cone for exemple, like comming from a window) Because even if we change the cube, the light ray still like a "cube"
Maybe a bit late but you should maximize the "Scale" in Voronoi Texture, and in Texture Coordinate node connect "Object" to "Vector" of Mapping. then just play with Random in Voronoi Texture.
enabled GPU usage, decrease lightpaths to 4, set render samples in cycles to 300, set noise threshold to 0.1, enabled denoising and GPU for denoising. That should speed your renders up a lot👍
only disadvantage (big enough) is that light rays are fake and completely doesn't follow real geometry. SO, if you have the translucent object in viewport (like leaves), this rays will not look organic.
Am I the only one having major performance issues when using this method? (cycles) Like render times are absurd. It can specifically be attributes to the voronoi
@@twanoligschlaeger so I tried losing the total scene bounces from 12 to 10 (no real difference). Also I have zero volume bounces. Also tried knocking my sun lamp from 1024 to 512 and still estimating like 2 hour render time (it's about two minutes when I disconnect the node setup)
@@connorsabean9246 wow a 2 hour render time is absurd! I will try and find blender file i used for this video and will send you the exact render settings i used (my total render time was something like 1 min)👍
@@connorsabean9246 these were my render settings (my total render time of a single from was 55 seconds): render engine: cycles device: GPU compute resolution 1920px x 1080px samples (render): 250 no timelimit, no noise threshold denoise on (set to accurate) light path > max bounces > total 8, diffuse 4. glossy 4, transmission 12, volume 0, transparent 8. volumes > max steps 1024. performance > memory > use tiling with tile size 512
apologies that the top-header bar of blender isnt visible in the screenrecording!
HI. this is omer here. my belender screen shows multicolor when i move courser. how to remove it plz
the best two things about this method are that it works for both Eevee and Cycle the second thing is this method doesn't depend on the light source, great video bro thanks.
Great tip! I used this for god rays lighting through two windows in my scene. I just snapped the vertices of the side the rays come from to the shape of my window and added a subtle animation on the W value.
Finally, eevee get lightweight god ray! volume+light has better accuracy but, really heavy for animation.
This is so useful for animating beam rays, like concert laser beams.
(that rays doesn't need accuracy. Just need quantities! and, this method doesn't make too foggy the field)
Helped me hugely good man. Thank you!
You are so underated. Thank you for the amazing tutorial.
Appreciate it! Best of luck with your 3D adventures!
really usefull tips and quick to get better control :) thanks :)
thank you for the nice comment! best of luck with your renders!
this worked perfectly..thank you
great tutorial. I think the material bug happens because you are not applying the scale on the mesh. This happens when ur scaling objects with procedural textures like voronoi.
thank you for the kind and informative comment!
Please allow me to express my admiration for your impressive abilities.
Perfect for what I need!
thank you for the tutorial! why are the rays so solid for me tho? How do I make them transparent like yours?
Plug the emission node to "volume" in your material output, should be working :)
Great tutorial. Just what I wanted. Thank you.
Bro u saved my life
bt with this, will the rays move as i move my light source? coz im creating a scene where the sun is setting low really fast like a timelapse, and i want the the rays to change direction as it sets low accordingly to the sun's position
lovely video, thanks.
Thank you!
Pretty nice
Awesome tutorial 🤯🤯, is there any way to blend the rays where there's shadow ???
Awesome thank you!!
thank you so much!
Cool tutorial. Thx.
Do you have an idea how to "Shape" the light ray? (in cone for exemple, like comming from a window)
Because even if we change the cube, the light ray still like a "cube"
Im an amature but maybe change the shape of the cube/container
thanks
thanks, helpful
amazing
Hey! Great tutorial, thank you. Just one question. my light rays are too "perfect" and linear, how I can make it softer and more random
Maybe a bit late but you should maximize the "Scale" in Voronoi Texture, and in Texture Coordinate node connect "Object" to "Vector" of Mapping. then just play with Random in Voronoi Texture.
WOWW!!its work with me!! Thank youuu
thank youuuu omfg
thanks a lot
Hey how do you make it have a fall off from the top to bottom. Like a taper fade
Ever come up with a solution?
When I try to change the color it becomes a big square
This is very cool! I am not able to make my emission come in as lines, just 1 fog. Does anyone know why?
I just had to tweak the scale and other values.
and mapping too
what are the specs of your PC or Laptop?, because your render time is very fast
enabled GPU usage, decrease lightpaths to 4, set render samples in cycles to 300, set noise threshold to 0.1, enabled denoising and GPU for denoising. That should speed your renders up a lot👍
@@twanoligschlaeger i have the exact same config but i assume that my RTX4060 doesn´t help too much at all, thanks any way for your fast response.
would ctrl A , apply rotation and scale fix that "glitch"?
only disadvantage (big enough) is that light rays are fake and completely doesn't follow real geometry. SO, if you have the translucent object in viewport (like leaves), this rays will not look organic.
too bad the black parts doesn't cast shadows on the ground
followed it step by step and it looks nothing like yours.
While sliding color ramp i dont get any lines
Am I the only one having major performance issues when using this method? (cycles) Like render times are absurd. It can specifically be attributes to the voronoi
Maybe try lowering the amount of light path bounces, does that help?
@@twanoligschlaeger so I tried losing the total scene bounces from 12 to 10 (no real difference). Also I have zero volume bounces. Also tried knocking my sun lamp from 1024 to 512 and still estimating like 2 hour render time (it's about two minutes when I disconnect the node setup)
@@connorsabean9246 wow a 2 hour render time is absurd! I will try and find blender file i used for this video and will send you the exact render settings i used (my total render time was something like 1 min)👍
@@connorsabean9246 these were my render settings (my total render time of a single from was 55 seconds):
render engine: cycles
device: GPU compute
resolution 1920px x 1080px
samples (render): 250
no timelimit, no noise threshold
denoise on (set to accurate)
light path > max bounces > total 8, diffuse 4. glossy 4, transmission 12, volume 0, transparent 8.
volumes > max steps 1024.
performance > memory > use tiling with tile size 512
Good job my friend. Are you from Germany? I am from Ireland but live in Germany in Heidelberg.
Thank you! And no i'm unfortunately not german, very close tho, i'm dutch ;)
@@twanoligschlaeger even better haha. Nice tutorial it was very helpful. Are you on IG?