Quick question about the default Fac value on Mix RGB nodes in 2.92... did anyone else notice this?
I'm using 2.92 for this assignment and I noticed that when it came to creating the god ray effect (specifically when adding the second gradient node to mask off the rays so that they didn't appear below the shark) if I wanted to get the same effect that Mr. Trammell did I had to make a point to turn the value of the multiply Mix RGB node up from the default of 0.5 to 0.9. I also wound up dialing up the add Mix RGB node to 0.7 in order to really get the effect to show up correctly. Anyone else run into this issue?
I only mention it because the instructor never seemed to adjust that value in the video so I didn't even consider tweaking them (until 10 minutes later as a last resort) and thought I was just plugging the wrong gradients into the wrong color ports on the mix nodes... So if you're having the same problem, try tweaking your Fac value on the mix nodes to nudge the mix a bit towards one gradient or the other. It made a huge difference in my scene.