In this one I'll how you a very simple and easy setup for adding beautiful volumetrics to your scene. I use this technique in almost every single render I create. Follow me on Instagram: / maxhayart
The anisotropy setting changes how the light scatters through the volume, for anyone who's curious. A value of 0 makes light scatter evenly in all directions, creating a stronger diffusion effect, a value of 1 makes it scatter forward through the volume with less diffusion, and negative values makes the light scatter backwards.
Amazing work as always! Thank you!! Would you perhaps mind showing us how you animate your emission photos in a Glitch tech format style? Like in some of your animate renders? I know Ian Hubert does an alternative way with using UVmapping on meshes and liner extrapolation on the node wrangler, but so curious how you do that with a image plane :) any helps. Thank you again 🙏
epic stuff, this is really helpful. would you by any chance be able to do a video on indoor lighting? im trying to make a big shopping centre type place and idk what to do with the lighting
Hey max... Can I please know your pc specs as well as what you're recommendations would be on a pc build ??? Loving your informative stuff and art out there. Thank you ❣️
thx for all your tips man! Would you be able to share where you got your people 3d models? I feel like I've looked everywhere but don't know which is best to buy and whatnot
1:00 The hardest thing about blender for me lately is that there is no official special location to keep the source assets that you'll be instancing for re-use elsewhere in the scene. Sometimes I shove them under the floor. Sometimes I put them 100m behind the camera. Sometimes I put them in a different Scene. All of these approaches have DRAWBACKS that are annoying.
@@144digital but I often want to edit the assets in relation to the scene where they will be used. Sometimes it's easier / lazier to just tweak the material for the lighting right now instead of in Photoshop later. Can't really do that quickly and easily when the asset is in another scene or on another file.
Great tutorial..by the way how did you create the realtime render window that updates automatically when you make changes.. I've been hitting F12 to render after each change ..but yours is a far better approach
How did you get the effect of it looking slanted and not lighting up everything? Was the image to scale as like the person is approx 6ft tall? Where is the light in relation to the open roof?
Thanks sir, I learn a lot from ur content. U should definitely have discord server to create ur own community. I wanna know how to get high quality final render image, can u make video about that sir? thanks in advanced
I wonder if I could drop a math node into the anisotropy input to reference inverse square fall-off of the light to reduce perceived density the closer it is to the light source. That would look more like irl atmosphere moisture, accounting for elevation and near-source temperature burn-off with a sun source light.
A couple of questions: Why not apply the volume node to the World Output rather than creating the cube? What if you're not using any scene lights and all your illumination is coming from the HDRi background?
Anisotropy: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kwHEM4losvs.html Whenever Idk something, I look it up... you are very close. I like you even mention it, it's not commonly mentioned and it's a cool effect. The shortcut D is used by BoxCutter's pie menu, "how dare you" - Greta (Idk if she's a boxcutter, but I like that image, she is very good thinking she's angry at things ppl she accuses have no effect upon.) C͟o͟u͟p͟l͟e͟ o͟f͟ q͟u͟e͟s͟t͟i͟o͟n͟s͟ g͟i͟v͟e͟n͟ y͟o͟u͟r͟ p͟r͟e͟s͟e͟n͟t͟a͟t͟i͟o͟n͟: 1) In a single render, using the Cycles version of the volume scatter node my not increase render times to the point you have to wait until you are ded for it to finish, but I've been doing Scene layers, rendering my main parts in cycles, and then making another scene layer using holdouts for the things in cycles that make sense not to be hit with the Eevee volumetrics, and render my volumetrics in Eevee and comp'ing the two Scene layers in the comp tab. You can't use -Render- View layers for this because of the use of the two different render engine renders. Even though it has to render both scenes in series, in an animation it was the difference between getting a cup of coffee and reading the news, (scaring the hell out of me as usual) and having to amend my will to my boys so when the render in cycles would finish, they could extend my work and fight the fArt* AI machines... 2) You have a low poly cylinder that I _assume_ is to get light bounces from your GI settings. What _were_ your GI settings (don't say it depends on you computer, I want to match the GI settings to your render example as a learning point (!)), and was it also used to truncate render times? 3) Did you use any camera culling/distance culling functions like ctrl + B (dare I say or implemented in GNs if not directly in the render tab) in your camera to reduce the amount your computer needed to render? Alas it seems a couple questions means 2 or more when I see something interesting. Thanks for your time and consideration, any feedback would help not just me but all those in the Blenderverse. (I'm trying to make that term a thing, in the same vein but for a different purpose of always using misandry in sentences... without the word, some ppl in charge think ppl can't think the thought...) ------------------------------------------------ *fArt == fake/feigned Art. Art is catharsis, and the last time I checked no toaster no matter how complex its matrix math computations are, ever experience any catharsis. I agree with Musk on this: the machines will be able to fake human emotions and behaviors better and better. Doesn't mean anything but the machines will be able to fake human emotions and behaviors better and better... no level of complexity of matrix math computations will ever "make in conscious" that's also -propaganda- marketing by the powers that be to try to make us feel worthless. We are very valuable, we are the universe's consciousness (really bad universe, I guess). As a huemon nature study though, seeing a large portion of artists adopt these things when it will replace them, is horrifying to watch, but then again synchronized -propaganda- marketing is powerful to npcs, even if they think themselves artists (they never were or they'd be part of the ArtStation "protest," cause _they_ get it at least.