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Volumetric Lighting Cookbook
Copy-paste recipes for the Fracturing Fog volumetric system. Each recipe lists exact control values, explains why it works, and offers variations. For what each control means, see the Volumetric Lighting Guide.
Companion pages: User Index · Volumetric Lighting Guide · User Bulb 3D Guide
All controls are in Lighting & FX (Fractal Params → Open Lighting & FX…),
across the Lights, Shadow, and Fog / Volumetric expanders. Colors are
AARRGGBB hex; keep alpha FF.
Contents
- The three rules of god rays
- Tuning workflow
- Recipes:
- Classic god rays (crepuscular shafts)
- Soft depth haze
- Ground mist / valley fog
- Static volumetric clouds
- Drifting clouds (animated)
- Cathedral shafts (warm, colored)
- Colored medium — amber haze & teal mist
- Three-light stage lighting
- Back-scatter rim halo
- Stormcloud with internal banding
- Underwater shafts + caustics
- Nebula / cosmic volumetrics
- Psychedelic dream fog
- Horror: single hard shaft
- Sweeping searchlight (animated)
- Advanced combinations
- Troubleshooting
God rays (crepuscular rays, light shafts) are just fog that is bright where light reaches it and dark where the fractal blocks the light. Three things must all be true or you get flat haze instead of shafts:
-
Fog to light up —
Fog density > 0andVolume steps > 0. -
Something to cast the shadow —
Shadow steps > 0. Without shadows nothing carves the dark gaps between shafts. This is the #1 reason shafts don't appear. -
A reason to glow toward the light —
Anisotropy > 0, and the light positioned behind/beside the fractal relative to the camera, so the fractal occludes it and the shafts fan out toward you.
Everything else (clouds, color, palette) is styling on top of those three.
Note
These recipes are tuned for the 3-D fractals (Mandelbulb, Mandelbox, Quaternion,
KIFS, …), whose geometry fills the frame at unit scale. On Relief 3D (2-D
heightfield terrain) the same knobs work but the numbers differ — the fog is
bounded to the terrain's height band and the air path is shorter, so you need
higher Fog density, and shafts show against the sky only in the band just above
the ridge. The default GPU relief path also uses the key light only for fog,
and Palette map doesn't apply to relief yet. See the relief-specific caveats
in the Relief 3D Cookbook → Foggy valley with god-rays.
Dial in this order — each step builds on the last:
-
Density first. Set
Volume stepsto 16 and raiseFog densityuntil the depth reads right (~0.1–0.2 for most scenes). Ignore shafts for now. -
Add shafts. Turn
Shadow stepsto 24. Reposition Light 1 (θ/φ) so it sits behind the fractal from the camera's view — shafts appear in the gaps. -
Shape them. Raise
Anisotropyto 0.5–0.8 for forward punch; adjustSoftness kfor edge hardness. -
Color (optional). Raise Light 2/3 intensity for colored fill, or set a
Fog color, or turn upPalette map. -
Clouds (optional). Raise
Volume noise, setNoise scale, addSelf-shadowfor internal structure. -
Quality pass. Raise
Volume stepsto 32–48 for the final render.
Bright white shafts fanning through gaps in the fractal — the signature look.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.15 | Volume steps | 28 | |
| Height falloff | 0 | Anisotropy | 0.7 | |
| Shadow steps | 24 | Softness k | 8 | |
| Light 1 intensity | 1.2 | Fog color | FFFFFFFF |
Why: density gives the fog something to light; shadow steps let the fractal carve dark lanes; positive anisotropy concentrates the glow toward the light so the lit lanes read as beams. Position Light 1 behind the fractal (try θ ≈ 3.9, φ ≈ 1.2) and orbit the camera until the silhouette breaks the light into shafts.
Variations:
- Softer, dustier shafts:
Anisotropy0.4,Softness k3. - Laser-sharp shafts:
Anisotropy0.85,Softness k24. - Add floating dust:
Volume noise0.2,Noise scale1.5.
No shafts — just distance fading to atmosphere, so far parts of the fractal recede. Cheap and subtle.
| Control | Value |
|---|---|
| Fog density | 0.08 |
| Volume steps | 0 (flat exp-fog is enough) |
| Shadow steps | 0 |
| Anisotropy | 0 |
Why: with Volume steps = 0 you get pure Beer–Lambert extinction — distant
geometry blends toward the sky gradient with almost no cost. Set the Sky top /
bottom colors (Sky / Environment expander) to control the haze tint.
Variations:
- Warmer haze: sky bottom color to a warm grey (
FFB9A88C). - Add faint glow:
Volume steps12,Anisotropy0.3 — barely-there shafts.
Fog pools low and clears overhead — mist clinging to the base of the fractal.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.4 | Height falloff | 2.0 | |
| Volume steps | 24 | Anisotropy | 0.5 | |
| Shadow steps | 24 | Volume noise | 0.3 | |
| Noise scale | 0.6 | Noise speed | 0.05 |
Why: Height falloff scales density by exp(-2·y), so fog is dense near
y = 0 and thin above. The gentle noise + slow drift keeps the mist alive.
Aim the light low (φ near 1.4–1.6, near the horizon) to rake shafts across the
mist.
Variations:
- Thicker soup at the base:
Fog density0.7,Height falloff3.0. - Higher fog line: lower
Height falloffto 1.0.
The fog breaks into cloud masses surrounding the fractal.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.5 | Volume noise | 0.85 | |
| Volume steps | 32 | Noise scale | 0.5 | |
| Shadow steps | 24 | Noise octaves | 5 | |
| Anisotropy | 0.6 | Noise speed | 0 |
Why: high Volume noise swings density between empty space and dense clumps;
low Noise scale makes big soft masses; 5 octaves adds wispy edges. Shadow steps
- anisotropy still give shafts between the clouds.
Variations:
- Wispier:
Noise scale1.5,Noise octaves6. - Denser cumulus:
Fog density0.8,Volume noise1.0. - Add internal shadow depth: see Recipe 10.
Recipe 4, but the clouds move — ideal for video / slideshow.
| Control | Value |
|---|---|
| (start from Recipe 4) | |
| Noise speed | 0.3 |
| Light orbit speed | 0.1 (optional — sweeps the shafts too) |
Why: Noise speed advects the FBM lookup over scene time so the clouds roll.
Use the Start/Stop button next to the field to freeze on a good frame without
losing the rate. Pair with a slow Light orbit for shafts that sweep as the
clouds drift.
Tip: keep Noise speed small (0.05–0.4). Fast drift looks like boiling, not
weather.
Warm, sacred window-light shafts — think sun through stained glass.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.18 | Volume steps | 32 | |
| Shadow steps | 28 | Anisotropy | 0.75 | |
| Softness k | 12 | Fog color | FFFFE0B0 (warm) | |
| Volume noise | 0.15 | Noise scale | 1.2 |
Why: hard-ish shadows (high softness k) + strong forward anisotropy make
crisp, defined beams; the warm Fog color tints the whole medium golden even
under a white key light. A little noise adds drifting dust motes in the beams.
Variations:
- Cooler, moonlit chapel:
Fog colorFFB8CCFF, lower Light 1 intensity to 0.7. - Dustier air:
Volume noise0.3,Noise scale2.0.
Fog with its own color, independent of the (white) lights. Two presets:
Amber haze
| Control | Value |
|---|---|
| Fog density | 0.2 |
| Volume steps | 24 |
| Shadow steps | 24 |
| Anisotropy | 0.5 |
| Fog color | FFFFCC00 |
Teal mist
| Control | Value |
|---|---|
| Fog density | 0.25 |
| Volume steps | 24 |
| Shadow steps | 24 |
| Anisotropy | 0.4 |
| Fog color | FF66CCFF |
Why: Fog color multiplies the accumulated in-scatter, so the whole medium
takes that hue while the lights stay neutral. This is the cleanest way to set a
single fog mood. Compare with Recipe 8, where the lights (not the medium)
provide color.
Colored fog from multiple directions — white key, cool blue fill, warm amber rim. Uses the pre-colored Lights 2 and 3, so no color editing needed.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Light 1 intensity | 1.0 (white key) | Light 2 intensity | 0.8 (blue fill) | |
| Light 3 intensity | 0.6 (amber rim) | Fog density | 0.2 | |
| Volume steps | 32 | Shadow steps | 24 | |
| Anisotropy | 0.6 | Fog color | FFFFFFFF |
Why: each light with intensity > 0 injects its own color into the fog.
Light 2 defaults to cool blue (B0C8FF), Light 3 to warm amber (FFC890), so the
fog picks up blue on one side and amber on the other — cinematic color contrast
with a neutral medium.
Only Light 1 casts shadow shafts by default; Lights 2/3 add colored glow without carved shafts. That's usually the desired look (one hero shaft, colored ambience). To give all three shafts, set
ShadowLightMask = 0x7in a saved scene/preset.
Variations:
- Push the contrast: Light 2 intensity 1.2, Light 3 1.0.
- Custom light colors: set them in the Control Center's Color & Light section or a saved scene.
The glow appears when the light is behind the camera — a soft halo rimming the fractal instead of shafts toward the light. Ethereal, backlit-cloud feel.
| Control | Value |
|---|---|
| Fog density | 0.3 |
| Volume steps | 28 |
| Shadow steps | 16 |
| Anisotropy | −0.5 |
| Volume noise | 0.4 |
Why: negative anisotropy peaks the phase function away from the light, so fog glows brightest where the light comes from behind you. Combine with clouds for a "sun behind the storm" edge glow.
Variations:
- Stronger halo:
Anisotropy−0.75. - Mix forward + back by animating anisotropy across a scene keyframe track.
Dense clouds that self-shadow, producing dark-to-light banding inside the cloud body — the depth that flat clouds lack.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.7 | Volume noise | 1.0 | |
| Volume steps | 40 | Noise scale | 0.5 | |
| Shadow steps | 24 | Noise octaves | 5 | |
| Anisotropy | 0.6 | Self-shadow | 2.5 | |
| Noise speed | 0.15 | Self-shadow steps | 8 |
Why: Self-shadow marches each cloud sample toward the light through the FBM
density, darkening the far side of each clump — you see light bleed through the
near edge and fall off into the body. Costs extra, so add it last and keep
Self-shadow steps modest.
Variations:
- Backlit thunderhead: combine with
Anisotropy−0.4 (Recipe 9). - Lighter cumulus:
Fog density0.5,Self-shadow1.5.
Light shafts stabbing down through water, with rippling caustic highlights on upward faces. Combines volumetrics with the caustics FX.
| Control | Value | Expander |
|---|---|---|
| Fog density | 0.3 | Fog / Volumetric |
| Volume steps | 32 | Fog / Volumetric |
| Height falloff | 0.5 | Fog / Volumetric |
| Anisotropy | 0.7 | Fog / Volumetric |
| Fog color | FF2E6E7E (deep teal) | Fog / Volumetric |
| Shadow steps | 24 | Shadow |
| Caustics strength | 0.8 | (Reflection/Edge/… — caustics) |
| Caustics speed | 0.4 | Lights |
Why: teal fog color + downward key light + forward anisotropy = classic underwater shafts; the animated caustics add the dancing surface-refraction highlights. Aim Light 1 near-vertical (φ small).
Variations:
- Murkier depths:
Fog density0.6,Fog colorFF1E4A55. - Add drifting particulate:
Volume noise0.3,Noise speed0.1.
The fog takes the fractal's own color theme — glowing gas clouds in the palette of the surface. This is the palette map (layer D) at work.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.5 | Volume noise | 0.9 | |
| Volume steps | 36 | Noise scale | 0.4 | |
| Shadow steps | 16 | Noise octaves | 6 | |
| Anisotropy | 0.4 | Palette map | 0.7 | |
| Noise speed | 0.1 | Fog color | FFFFFFFF |
Why: Palette map recolors the lit fog by the active 3D color theme's
gradient, keyed by fog depth — thick regions pull one end of the ramp, thin
regions the other. With cloudy noise this reads as a nebula whose colors match
the fractal. Pick an expressive color theme first; the fog inherits it.
Variations:
- Fog fully in the theme palette:
Palette map1.0. - Blend palette with a base tint:
Palette map0.4 + aFog color.
Maximum palette map — surreal, non-realistic color that binds fog and fractal into one shifting palette.
| Control | Value |
|---|---|
| Fog density | 0.4 |
| Volume steps | 32 |
| Shadow steps | 12 |
| Anisotropy | 0.3 |
| Volume noise | 0.6 |
| Noise speed | 0.25 |
| Palette map | 1.0 |
Why: at full strength the fog is entirely theme-colored; animated noise makes the palette swirl. Deliberately not physical — pair with a vivid, high-contrast color theme for the strongest effect.
One stark, hard-edged beam in near-blackness — dread, interrogation-lamp energy.
| Control | Value | Control | Value | |
|---|---|---|---|---|
| Fog density | 0.25 | Volume steps | 32 | |
| Shadow steps | 32 | Softness k | 40 (very hard) | |
| Anisotropy | 0.85 | Ambient | 0.03 (Lights) | |
| Light 1 intensity | 1.5 | Fog color | FFDDE6FF (cold) |
Why: high softness k + high anisotropy make one tight, sharp shaft; crushing the Ambient to near-zero drops everything else into darkness so the single beam dominates. Position Light 1 to rake across the fractal at a steep angle.
A shaft that sweeps across the scene over time — great for video loops.
| Control | Value |
|---|---|
| Fog density | 0.2 |
| Volume steps | 28 |
| Shadow steps | 24 |
| Anisotropy | 0.75 |
| Light orbit speed | 0.4 |
Why: Light orbit speed rotates Light 1 around world-Y (Lights 2/3 follow at
0.7× and 1.3×, desynced), so the shafts swing through the frame. Use Start/Stop
to hold a frame. Keep the rate low for a stately sweep.
Variations:
- Multi-color sweep: raise Light 2/3 intensity (Recipe 8) so blue and amber shafts chase each other at different speeds.
- Volumetric + Relief 3D — volumetrics work with the Relief 3D raymarch; fog wraps the raised relief for dramatic depth.
- Color layers stack — light color (Recipe 8) × fog color (Recipe 7) × palette (Recipe 12) all compose. E.g. blue fill light + amber fog color + low palette map = a complex, film-graded atmosphere.
-
Scene Engine keyframes — animate
Anisotropyfrom −0.5 → +0.8 across a shot to swing from back-halo to forward shafts as the camera moves; or rampPalette map0 → 1 to dissolve realistic fog into a dream palette. - Slideshow — volumetric settings are part of the saved scene, so they carry through slideshow cross-fades.
| Symptom | Cause | Fix |
|---|---|---|
| Fog is flat, no shafts | Shadow steps = 0 |
Raise Shadow steps to 24+. |
| Still no shafts | Light not occluded by the fractal | Move Light 1 (θ/φ) behind the fractal from the camera view. |
| Shafts too weak / even |
Anisotropy near 0 |
Raise to 0.5–0.8. |
| Whole image washed white |
Fog density too high |
Lower toward 0.1–0.3; check Light 1 intensity. |
| Clouds look like static/noise |
Noise scale too high |
Lower to 0.4–0.8 for soft masses. |
| Clouds "boil" in video |
Noise speed too high |
Lower to 0.05–0.3. |
| Colored fog looks muddy | Light color and fog color both strong | Pick one color source (lights or fog color), leave the other neutral. |
| Fog color ignored | Value is white FFFFFFFF
|
Set a non-white Fog color, or it's a ×1 no-op. |
| Palette map does nothing | Strength 0, or theme has a flat gradient | Raise Palette map; pick an expressive color theme. |
| No fog at all on UserBulb GPU | UserBulb GPU path skips volumetrics | Render UserBulb on the CPU (turn off Use GPU render). |
| Render is slow | High Volume steps × Shadow steps + self-shadow |
Tune at 12–16 steps; rely on adaptive LOD; use GPU where supported. |
- Volumetric Lighting Guide — what every control does + the pipeline.
- Volumetric Color Plan — design notes.