Traditional NPR Volume Light like in Internal in Blender 2.8 Cycles or Eevee?

Hello,

is it possible to a create NPR volume light as it was possible in 2.79? I mean a Volume light WITHOUT fog in the Scene? As it was possible in 2.79 in internal renderer. I need it for motion graphics and stylized work. I want lightrays with more contrast without fog effecting the entire scene. Thanks! Hope there is still a workaround. Maybe a script creating real particles or even geometry?

Here is an example: https://youtu.be/Jx830_W7MzY?t=479
But I would need it to interact with moving complex geometry. So Modelling the volume light is not an option. Some kind of on the fly geometry like animated booleans could be an option. A volume light “geometry” object that reacts to the changes in the scene and a volume shader as some scripted workaround :smiley:

I really do not want to use 2.70 anymore the layer system feels so terrible, especially with complex scenes. I hoped never to open a release prior to 2.8 any more :slight_smile: 2.8 is so great! I only miss this feature. Internal always helped with some retro effects, I also really like scanline render in 3D MAX.

Even in reality, there are sometimes light rays with practical no fog visible. How to archive this in cycles? IMPORTANT: In know how to create volume light in Cycles and Eevee. My question is how to get bright rays, with minimum fog, as in this picture for example: https://2.bp.blogspot.com/-fg-E5RvEyys/T6FnZhUk2zI/AAAAAAAATlY/dVq0DI1bEjo/s1600/sun+ray+5.jpg

Thanks in advance!

Would doing it in compositing be acceptable?

You could render without fog and fog and then use screen blend mode for having the fog render only make the result brighter. For Eevee volume scattering seems to give the right result for screen blend mode.

WOW you save my day! Your example just looks like BI Volume lights, if I get it correctly, will try it!

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