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How to fake volumetric light beam?


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Ah.... taking me back to the old days when we were making some of the first 3D games with simple render engines. An easy way to synthesize this is to create a cylinder in whatever shape you need, and use it's transparency to make it slightly opaque. However, I much prefer to create whatever gradient texture which applies to your environment, and use the texture alpha channel to control even further. Either way, the real key is to make use of the emmissive values to self illuminate. This takes a few minutes to get the effect you want in the PG, however once you get it, you'll be able to reuse at will.


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