Redshift is capable of rendering volumetric objects such as smoke and fire. It is also able to handle volume lighting effects by way of volumetric scattering and fog. Volumetric lighting can add a lot of realism to a scene, as there is always particulate in the air that catches light that passes though it. Regardless of if it’s a room, an outdoor scene, or underwater. Volume lighting can be a nice touch.
In Redshift the volumetric scattering shader allows you to recreate the lighting effects found in real life. Using Redshift’s volumetric scattering shader it is possible to create a global fog effect, or volumetric light beams and shadows.
Watch Laszlo Mandi walk through how to use volume lighting in the Redshift renderer. The tutorial runs through the process in Autodesk Maya, but is similar no matter the host. There are some nice tips in this one for working with the medium.