This is gonna help me so much with my render times, I've been always doing this with volumetric absorption and volumetric scattering and the rendering due to is was hurting so much Thankyou
This is really really nice, thank you so much! This is really helpful. One thing I noticed is that the light beams from the four windows behind the red monkey get put overtop of the monkey. The light beams should be behind the monkey because the light source is behind the money.
This is the kind of compositing I was looking for. All other videos just show something like "yeah, here you have a color ramp to tint your rendering. And here is the denoiser. I hope you liked the tutorial, cya." Probably, because that's everything they know.
For those who whose composite not visible in final Render : - Connect ur output and viewer both to Bokesh blur if it doesn't work save ur file and restart blender it worked for me after restarting 👍
I was gonna try to use mist for those fake volumetric effects and I did not even had to try cause I found your awesome video. We call it 'jugaad' (meaning, using what we have already have to achieve the goal we want) in India and I love that. Thanks for the trick!
The effect looks pretty neat, but it seems to me, that it's probably not very applicable with more complex lighting setups. Either way I'm glad you made this video, since I've never seen the sunbeam node in the compositor, and it seems to work pretty well for an indors directional sunlight. I wish cycles volumetrics weren't as painfully slow and noisy, since i love the foggy look. I'd probably have every other scene shrouded in fog if it wasn't so taxing on my gpu...
Really great video! One suggestion: if you use premier pro to edit these videos, there is a deesser audio effect in premier pro which reduces those sharp S sound.
I genuinely think that you are fantastic at creating content. Start adding some spice to the videos and maybe an intro. Also, I cant believe I left last time without subscribing. It wont happen again😎Looking forward to seeing more of your stuff🤘❤️🚀
What would be a good way to do this on an outdoor scene? I get better results if I add that emissive plane in, but then ofc it can be seen in the scene. I tried removing it from the rendered area, or disabling camera in ray visibility, but both remove the effect entirely.
Huge thanks! But I had a question, does it work the same way as if making mist from Noise Texture? I make animations and found out that noise texture type of nodes really kills the time of render, takes it too long.
thanks for this amazing tutorial ! I still have one question ! My light come from a sky texture so putting a plane (so the sun beams will come from it only) is hiding my sky and so my render... Would you have a solution for me ? Thanks :)
Thank you! And I honestly never thought of this issue, say I’m glad you brought it to my attention. As of right now the only way I can think of doing this is by rendering the rays separately from the rest. And then overlay them in compositing.
Hey so I searched a bit through google, and found it directly, if you go in the Visibility settings with ur plane selected, you should unmark the "camera" setting and it will make the plane dissapear. Also thanks for the tutorial Lane !
I have other light sources (from objects etc.) that are also creating sun beams even though I don't want them to. is there a way to exclude these from the sun beams
This works at a glance, but upon closer inspection the lighting isn't realistic at all in this example - the beam from the second window, behind the red Suzanne, is appearing in front of her, not behind her like it should. Same thing with all the window beams that should only appear behind her.
You don’t necessarily have to have the emissive plane, the light rays node will just take any bright area in the image and cast a ray from it. So if it’s outdoors, the sky should be enough
@@lanewallace. I actually just want to make it work on the sun :) I uesed it on the mist node whic looks ok, but want to constrain it to the main light source
Yeah you could totally use this for underwater. You could just change the colors on the color ramp for the mist pass to blues. The light rays will work as well as long as the lighting isn’t too complex
It doesn't work. The mist is added, I can change it's color and thickness, but there are no sun beams. I've checked the node, it's correct. Can it be that some settings are wrong?
So i figured out whats wrong. I've noticed that my windows are dark, because i've used sun and put nothind behind them. So i've replaced sun with emiting plane and it worked. To double check i put the plane so it is only seen in half of window. The dark side does not cast beams. Thank you for the tutorial.
Well the sun rays are not relative to the sun but instead they follow a point that you adjust in the compositor. Your sun could be pretty much anywhere in the scene and the rays would still work you just need highlights for the rays to be casted. I hope this helps but if it didn’t then feel free to ask some more questions :)
@@lanewallace. I ended up rendering in eevee and compositing, but my idea is that I wouldnt have any emitter inside the render for the sun beans to act on. Imagine your scene, but the camera is placed next to the windows, so you see the monkeys and the rays the windows cast, but not the windows itself
Do you have the compositing nodes plugged into the render output instead of the viewer node? That is all I can think of that would be causing the issue. Just make sure that the nodes are in the output node
@@NightTimeFox First, after cycles rendering, all the operations shown in the video must be done in "compositor", then go to "compositing" in the main panel and save the image in the "image" tab.