Custom volumetric light shader?

You’re right, time is precious to us Weta peeps. I did do a quick test of light shafts for stained glass windows using the particle method. It wasn’t too successful because of the random particle placement not giving a uniform look. I’m currently working on a procedural geometry slicing technique so that you get regular even slices that aim along the half vector between the camera and the directional light vector. I’m almost there. I’ve done the math to calc the slice angle, just need to do the geometry generation. This involves some edge/plane intersection stuff. But I know it’s going to look much better because I’m used to this rendering technique on a day to day basis. Will post updates when I can. Probably a week or two.