I’m trying to set up volumetric light shafts for my game, and it is working quite well, however I can’t seem to get the settings to recreate the picture used in the documentation page
I can’t find a way get the shafts to be as distinct and visible without increasing density or creating artifacts. I tried bringing up the volumetric scattering intensity in my directional light, but this only helps slightly, and by the point when the shafts get as strong as in the picture, the scattering is simply too strong outside shadows.
I would also be really interested in a solution for this. To be honest I find light shafts to be used more often than dense fog, so it’s a bummer that we can’t have the former separately. For example, an image like this is not really possible to make. At least I wasn’t able to replicate it.
You can use the “fake” ones (planes) for a scene like this or you could use the volume particles in certain areas where you want the effect to be (more) visible…
Good to have you around! You are right about the fake planes, I use them often. The problem is that these need to be hand placed, which might not be possible for big outdoor environments, especially forests. The same goes for the volume particles, also those would still leave visible fog around the light shafts. So that’s why I would be super happy if light shafts could be achieved with this automatic system, but without the fog.