Creating Great Looking Volumetric Rays in Nuke

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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