Lighting & rendering · Intermediate
Volumetric lighting
Light made visible in fog, dust or smoke, creating beams and haze
Also called volumetrics, god rays
What is volumetric lighting?
Volumetric lighting is light made visible as it passes through air filled with fog, dust, smoke or mist. Instead of lighting only surfaces, the renderer lights the air itself, creating beams through windows, glowing halos around lamps and hazy depth across a scene.
Think of it like this
It is like a flashlight beam on a foggy night: the light is always there, but only the mist lets you see its shape.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Render: Lighting the scene and turning it into images or video.
How volumetric lighting works
- 01A volume, such as fog or smoke, fills part of the scene.
- 02Light passing through it hits tiny particles and scatters.
- 03Some scattered light reaches the camera, so the air itself glows.
- 04Objects blocking the light cast shadow shafts through the haze.
Volumetric lighting vs fog
| Property | Volumetric lighting | Fog |
|---|---|---|
| What it is | Light made visible in a volume | The haze or medium itself |
| Shows beams | Yes, with shadows | Not on its own |
| Cost | Higher | Low as a flat distance effect |
Fog is the ingredient and volumetric lighting is the result; simple distance fog is cheaper when you only need depth, not beams.
Where volumetric lighting is used
- Light shafts through windows and trees
- Atmosphere in concert, sci-fi and horror scenes
- Adding depth to large landscapes
Beginner tip
Keep volume density low and let one strong, narrow light do the work. Thick fog everywhere flattens the image and slows renders sharply.
Terms related to volumetric lighting
- Lighting & renderingGlobal illuminationLight that bounces between surfaces, filling shadows and carrying color
- Lighting & renderingPath tracingRay tracing that follows light through many bounces for photoreal images
- Lighting & renderingRender samplesHow many light paths a renderer averages per pixel: more means less noise
- Lighting & renderingShadow mappingHow real-time engines draw shadows fast, using a depth image from each light
- Lighting & renderingReal-time renderingDrawing 3D images fast enough to react instantly, as in games and viewports
- Lighting & renderingRenderingTurning a 3D scene into finished images or video frames
Volumetric lighting FAQ
Updated October 29, 2026 · Browse all 3D terms