Hi everyone, I tried to finish the render I did last week for the weekly challenge since the old version was very noisy.
I decide to try out Eevee instead and the quality you can get is amazing! It looks even better then the Cycles version and even with some composting it only takes about 10 seconds to get a completely noise free image!
As a finishing touch I used Blenders compositor for glare. I also did some color correction and some more dust in Photoshop.
Thats really nice, well done!
How did you make the volumetric light to avoid the veil effect in the entire scene?
Did you used a mesh that match the area where the light is hitting or thats something else?
Everytime I do volumetric stuffs I cant have a nicely contrasted result, everything become flat and ugly…
I also struggle with volumetric lighting making everything flat and boring. I usually try to make it look better by having a directional light with strong intensity, using a box and Principle Volume nod so you can control better where you want the volumetrics to be and playing with the Anisotropy of the Volume node. I also try to keep the density to a very small number, usually around 0.01-0.5 so it doesn’t get too strong. But all this will heavily depend on what scene you are trying to do and I have no general good answers on how to make it look good, perhaps aside from using a bright directional light if you are going for something with more contrast.
Hi Green3d, thank you. Most of the smaller broken stuff is very low poly objects that were instanced using particles, like the glass shards and the small rocks. The wires that’s one the floor was made using the draw tool in the Bezier object, if you change the Projection Depth from Cursor to Surface they will also stick to the surface when drawn. The rest was manually placed. The arcade machines were created with Hardops and Boxcutter.