God rays in render

Can we do! ‘god rays’ rendering in rhino or do we need 3rd party renderer.

i use mac osx so v-ray not an option

what options do i have?

attached image is from a v-ray render from internet

many thanks to everyone who replies to my queries.

Hi -


-wim

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Crepuscular rays will require a volumetric environment as Wim alluded to. I’d suggest looking at apps that could do this on Mac and export your model to render it there.

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Until we support volumetric shaders you can pretty easily simulate them with actual geometry though. Here a very quick setup:

volumetric_cheat.3dm (581.6 KB)

With some extra work on the material you can bring some extra depth to the effect, like maybe with a gradient on the alpha channel.

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Neat trick! I’ll steal that :slight_smile:

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OMG

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try Twinmotion :+1:

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Here a quick one with a simple Gradient texture where Color2 is set to a Dots texture.

Dots Color1 is white, Color2 is dark grey 15,15,15. Gradient texture Color1 is dark grey 20,20,20.

Also changed tonemapping to filmic medium contrast. Multiplier and Bloom post effects are also used.

Anyway, with more time you could get better results. And using _Render you’d get less banding than in the viewport, obviously.

@gustojunk, image below named specially for you :wink:

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Procrastinating, so threw in that pale blue dot as well…

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Thank you all for your replies.

Also the example simulated solution is great, but my actual model is a bit more complex than the one I showed in the original post… see below.

That is indeed a ‘bit’ more complex. Maybe use Grasshopper to create the volume meshes from where-ever you have your light source?

I’m sure the #grasshopper users here can help out with that.

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maybe a stupid suggestion, but if you have a good work horse that should work. i tried that myself on an 8 years computer because i wanted to do real volumetric light and no fakes as the software does, or at least i wanted to see if i can get that working.

i created a ton of tiny particles which reflect in the light, a light with a (probably) hard shadow throwing over your geometry will then create the volumetric separation.

but for god sake just try the free blender render or use a different app till this is up and running.
actually i tried to create volumetric smoke but thats not far from what you need. here the result

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