I have a scene below where I am wanting to get an HDRI image to come in through the windows and light the scene in the window areas and have a god ray like effect.  I want to do this with a volumetric effect and have the HDRI lighting create throw patterns in the scene.  Is this possible?  To have volumetric lighting where the HDRI creates throw patterns?  Thanks for the help
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I have scene that looks like this:   And I want to add volumetric lighting to it so that light forms a rays of light when it go through the trees like on this example that I found in youtube:   But the problem is that all of these tutorials show how to make this lighting coming from windows, but when I try to replicate it in my forest scene it looks like big ugly fog with cubical shape. Also the light is coming from the back of the camera (as you can see) and there are some spots that needs this special lighting (like places where light goes through trees) and some that don't (like big bright are on the bottom left corner) so I can't just add a giant cube to all of the scene.
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I have my scene perfectly lit without the use of a HDRI, however I would now like to add one just so I can have some world reflections in my glossy objects. I can't seem to get the HDRI reflecting in my objects without it also adding light to the scene, though. Is there any way to use an HDRI solely for reflections, and not have its light also affect the scene? I am using Cycles.  Thanks
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Here's a sample scene:  A room with a window, a point light to project light into the room, an HDR environment outside the room and a nice Image by Rembrandt that should be somewhat reflected on the glass:    Using a standard glass shader on the window, the direct light from the lamp does not shine into the room, regardless of how bright that light is. So I can't recreate the impression of hard day light, with clearly defined areas of light and shadow.    Adding a transparent shader to the glass shader I get a very pleasing result. The light from the lamp illuminates into the room creating defined shadows, transparency seems unaffected, to see the HDR in the background, the refection seem correct to me (I also like how I get double reflections from the thick glass).    Even though I am quite happy with this solution, I've gotten a few comments on making a setup with light path nodes controlling the mix of transparent and glass. The biggest issue is that the reflections on the glass are brighter than what they should be.  So the question is: By using this approach am I messing up any of the qualities of glass? And if so, what would make a proper glass shader that is realistic, in terms of letting direct light through, while keeping reflections, refraction and transparency?  A file to play with:    The HDR image used was created by
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Blender 2.8 contains a number of HDRi's in it by default for the LookDev. I'd like to know how to use them in final renders (EEVEE or Cycles), because quite frankly they appear fantastic.
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I'm working on lighting a scene in which I need to have both an Environment texture for the background and Volume Scatter for light cones, but when I check the volume section in World setting and choose the Volume Scatter, the environment becomes black background (but the lighting works as I want).  I'm using Blender 2.72  How can this be fixed?
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Is it possible to create a holographic lighting in cycles? This is possible In the Blender Internal render engine, but I'm not going for linking lamps. Here is what I mean (the light that is holding the sphere inside it) -
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I'm trying to make it so that the plane is transparent except for the light from the aqua emission. Or in other words, how can I make it so that the plane's white areas are transparent and the plane's aqua areas are not? I want to achieve this without using the compositor, only with material nodes.
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I added an HDRI image (or also I tried, with Jpeg) but when I apply it, it only appears a single color. I think it could be from the image, but it doesn't appear completely as it should be.
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When I render something, as image or video, is there any option to change the contrast or saturation of the image without having to use any external software? Thanks in advance.
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Working in Cycles.  Say I have a "disco ball" with a glossy shader. I'm pointing a spot light to it, and I'm trying to have the reflections of that light illuminate the diffuse material on the walls with the patterns from the ball.    I get this:    but I'd like to get something like:    For the illustration I placed a point light inside the ball an removed faces. But what I'd like to do is move the light around the ball so that the light reflected from it changes like it would do in real life.   Is that possible at this point?  EDIT:  Just for the record here's the image rendered in LuxRender (yet another program to learn...)
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When I load an HDR image into an environment texture using Cycles Render, only a small fraction of the image appears. I have a feeling it's an easy fix, but I can not find what needs to be changed.
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I was wondering how I could create this effect in blender for an animation:      How can I make this bloom effect?
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I'm wondering how they actually achieved this kind of effect?    image from   Could you give me some suggestions: are there any techniques to get the same effect? I tried many ways in Photoshop. I have more than 5 years of experience in Photoshop, but my results are not the same?  What should I do?
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In experimenting with an hdr environment texture for the World (with Cycles), I do not see very pronounced shadows in my scene even though the image has an uncloudy sun.  I expect my objects to cast shadows because even though the sky is bright, the sun is much brighter.    For outdoor scenes, is it typical practice to use a Sun lamp in addition to the environment texture or am I missing some other setting?
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I've been researching for a while now and I can't seem to find any way to make radio or transmission waves in blender.  I'm looking for an effect sort of like this, but coming from a point in the animation. I am using Cycles and I am trying to create an internet of things animation, but it is very hard to portray what is happening without waves.  I have already tried to use a particle system, but was unable to achieve this effect. Maybe something like  would work but I'm not sure how to do it without the plane still being there. I also don't have after effects so that isn't really an option for me.  Any help of ways to make waves or to portray them would be greatly appreciated! Thanks!
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I know that I can use default HDRI maps in Rendered mode in Blender right now, but the problem is when I wan to render the image by F12 (or render movie), my settings are changed to use &quot;scene world&quot;. Is there a hidden button somewhere in rendering tab or somewhere else? If I have HDRI correct in rendered mode, why I can't have the same result after F12 render?
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I was browsing Behance and came upon these pictures:   I was wondering how he got this miniature style effect? I'm guessing a Gaussian Blur on a strip of the picture in Photoshop...but couldn't get right. What's the step-by-step process for doing this with software?  (For getting this effect with a special lens, see )