Godrays made with a material that fades in and out based on distance to make it feel volumetric. Basically a 'fog card' material with some panners, one for the dust effect and another one on a 2nd UV channel that is 'squashed' down for light shaft effect.
This started out as part of the King Arthur Artstation challenge. Around the end of the challenge it wasn't where I wanted it to be yet so I polished it after the final date as I did want to finish it. There are still quite a few things that I would like to change or add but I'd rather move on to something else for now, but I might come back to this one later.
This was based on a concept by Fernanders Sam. I started out by staying true to the concept a lot more in the beginning, but later on I strayed from it a bit more. I wanted to break the repetition a bit more and build the hall half into a mountainside, and try to incorporate the natural elements with the architecture a bit more. Apart from that I also changed the doors, the original design had very simple and abstract shapes which looked cool but it was hard to convey scale with them in 3D. I tried to stay true to the original design language.
https://www.artstation.com/artwork/dORkPe