Volumetric Lighting in Blender
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers point people to it when someone wants floating dust, godrays or visible sunbeams and needs to vary volume density and cast shadows to get contrast.
Recommended by 3 people across 3 different months, 2016 to 2018.
What it is
A short Blender tutorial by Gleb Alexandrov of Creative Shrimp on building volumetric lighting in Cycles. It covers godrays, light shafts and thick fog using volume scattering, with a texture-driven density setup to get visible beams.
What people said
Recommends user1853 · 2016-01 · Blender Stack Exchange · on “How to Create Dust Floating in the Air?”
Gleb Alexandrov does have a video detailing how he did the scene in question... It's all volume scattering but he does ad a musgrave texture to control the density: [this video]
Recommends Jake Dube · 2016-12 · Blender Stack Exchange · on “Volumetric Lighting is not working”
You do have volumetric lighting, but you don't have contrast to get the nice sunbeam effect. Try adding textures to give varying densities in the volume, then add something to cast shadows. See this tutorial from Gleb Alexandrov for some great tips: [this video] Furthermore, try decreasing to size of the light source so that the shadows become sharper.
Recommends moonboots · 2018-07 · Blender Stack Exchange · on “Softening the color of the line gradually”
Here are 3 ways to do it in Cycles Render: With Mist: First go to your Render Layers menu > Passes > enable Mist. Now select your camera, go to the Object data menu > Display > enable Mist. Go to World menu > Mist Pass, and play with the length of the mist. Go to the Compositing, plug the Render Layer Mist output into the Factor of a Mix shader, and the Image into the top Image input of this Mix shader, then plug the output of the Mix Shader both in the input of the Viewer and the Compositer nodes. You can change the color of the mist with the bottom Image square of the Mix shader. You can add a Math node between the Render Layer and the Factor to change the mist intensity. [LINK] With Volum