Volumetric rays are tricky to get looking right. Without care, they can end up looking flat and uninspired. This is especially true if you are creating brooding crepuscular rays in a compositor. Rays can look much more dynamic in a 3D environment, using volumes and lighting. The 2D nature of compositors seem to leave volumetric rays looking… well, like they were composted in 2d.
It is on this topic that London-based Visual Effects Supervisor Hugo Guerra posts a short and concise look at upping your volumetric ray game. Hugo often presents a visual effects tutorial that is five minutes or under, expelling everything you need to know on bite-sized topics.
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