One of the more interesting effects in 3D programs is volumetrics, which gives the ability to add mist, fog, atmosphere, god rays, and more to a scene. When I played around with LightWave and Maya in the past, I experimented with volumetrics but they came with a cost: significantly increased render times.
I started playing with some volumetric solutions in Blender 3D and unfortunately that cost has not gone away. When using full-blown volumetric effects, the render times go up 10 times or more.
In this first look at volumetrics, I am limiting my experiments to a quick outdoor scene I created, where I attempt to add an atmospheric light-scattering effect.
Continue reading “Blender Volumetrics Part 1”
