Volumetric light, art-directed in the comp.

Light rays with control over falloff, direction and colour, without going back to lighting.

How the light is built


Interactive · four steps

01 — Light in a medium

Light is invisible until something scatters it.

A beam crossing clean air shows nothing from the side. Add dust or mist and every particle sends a little of that light off in other directions — some of it towards you.

28°

Drag the source

0.50

Particles in the air

0.45

Forward scattering

Watch on YouTube

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Get it

Download on GitHub
  1. Download the aeTools repository from GitHub as a ZIP, or clone it. One download brings every tool.
  2. Copy the Aitor_Echeveste folder into your .nuke folder.
  3. Add nuke.pluginAddPath("./Aitor_Echeveste") to .nuke/init.py and restart Nuke.

In the gizmo

  • Raymarched volumetric lighting
  • GPU-accelerated processing
  • Anisotropic light scattering
  • Exponential light attenuation
  • Shadow and occlusion control
  • Atmospheric density control
  • Procedural variation
  • Interactive look development

A render can look empty when the light seems to hit objects but never the air between them. Volumetric light is expensive to render, and every change to direction, colour or density means another round trip to 3D. Yet the mood of a shot is usually decided in comp.

Not a flare. A volume.

aeVolumeRays brings that iteration into Nuke. It isn't a blurred flare drawn from a bright pixel: it uses the camera, the light and depth information to build light shafts you can shape alongside the rest of the composite.

Making a shaft believable

Real atmosphere isn't uniform. The tool layers low- and high-frequency volumetric noise, fades the cone edge, softens shafts with distance and adds haze. Extinction, light lost as it travels through the medium, controls how quickly shafts fall off, and an anisotropy control makes the scattering depend on the angle between the light and the view rather than spreading evenly in every direction. A cookie (gobo) alpha patterns the light itself, which is different from varying the density of the air.

Questions people ask

Do I need a volume render from 3D?
No, but the workflow needs camera, light and depth information. The shafts are built from those, not from the beauty render.
Why does it look wrong in my scene?
Scene scale and camera alignment matter. Tight near and far limits and units that match your scene make the most of the sampling.

Goes well withaeRelight2DaeRefracTHOR