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A video version is here.
I learned this method from jag11 on the DAZ3D forums, who is thanked for permission to use it in this tutorial!
In 3Delight there's no way to create atmosphere or godrays (the rays that are visible when light passes through dust or particles). There are products to facilitate (one of them mine), but most are either not the easiest to use or ultimately just a faking of a feature the engine lacks. Many artists use postwork instead.
DAZ Studio 4.8 Beta's new Iray engine also lacks a native mechanism for creating atmospheric volumes - but it can be easily convinced to produce them! They will come from your lights and react to objects in your scene. I did a test image of Jack Tomalin's Chapter House Iray scene (free to Plat Club members).

1. Load your scene into DAZ Studio 4.8 Beta.
2. Set the Environment to Sun and Sky in your Render Settings.
3. Jag11 says to set time of day to 12 noon. I set it to 3 p.m. in the above test. I think what matters is that you set the SSS direction properly for the light direction (below).
4. Make sure that your camera headlamp is set to OFF. This is in the camera's parameter settings; you must render through a "real" camera and not the perspective, top, right, etc. views.
5. Create --primitive--cube. Other shapes will probably work. The important thing is that you scale it up large enough that your camera cannot see past its outer edges, ideally as big as your room (or if outdoors, really, really huge). The camera must be outside the primitive.
6. Select the cube in Scene Tab and look at its surface in Surfaces tab. Select the surface. Apply the Uber Iray Base shader. Turn OFF all the glossy settings (glossiness, glossy layered weight, etc.)
7. Scroll down to the Refraction. Set the amount to maximum and the index number to 1.00 (I believe it's 1.5 by default).
8. Scroll down to the Thin Walled setting. Set it to OFF.
9. Scroll down to the SSS settings. Jag11's recommended settings are
Scattering Measurement Distance: 50
SSS Amount: .03
SSS Direction: 0.5
For the huge room in Jack's Chapter House scene, I used:
Transmitted Measurement Distance: 100 (same as the Scattering, leaving it at 0.1 produces black renders)
Scattering Measurement Distance: 100 (I reasoned that the rays needed to go further into the room)
SSS Amount: .05
SSS Direction: -0.45 (which, as it turns out, was wrong; in the version shown I've corrected it to 0.5.)
Adding a higher SSS amount will make your atmosphere more dusty. I used an incorrect value of SSS direction at first. According to DAZ's docs, "Negative numbers (-) backscatter to the direction of the light source. Positive numbers (+) forward scatter away from the direction of the light."
Here's a scene you can use to test this, and a copy of the most successful version of the shader I used.

So really, you should always use a positive number of SSS direction for this. This is probably why I didn't get very defined rays in my scene until the second try (the version you see for the Chapter House scene now).
In the second scene, the Park Side High Lobby, I used an HDR for fill and spotlights for lighting; there is no "Sun" light. So that is definitely not mandatory as a lighting method to get these rays.
I look forward to your renders using this method!
I learned this method from jag11 on the DAZ3D forums, who is thanked for permission to use it in this tutorial!
In 3Delight there's no way to create atmosphere or godrays (the rays that are visible when light passes through dust or particles). There are products to facilitate (one of them mine), but most are either not the easiest to use or ultimately just a faking of a feature the engine lacks. Many artists use postwork instead.
DAZ Studio 4.8 Beta's new Iray engine also lacks a native mechanism for creating atmospheric volumes - but it can be easily convinced to produce them! They will come from your lights and react to objects in your scene. I did a test image of Jack Tomalin's Chapter House Iray scene (free to Plat Club members).

The method is:
1. Load your scene into DAZ Studio 4.8 Beta.
2. Set the Environment to Sun and Sky in your Render Settings.
3. Jag11 says to set time of day to 12 noon. I set it to 3 p.m. in the above test. I think what matters is that you set the SSS direction properly for the light direction (below).
4. Make sure that your camera headlamp is set to OFF. This is in the camera's parameter settings; you must render through a "real" camera and not the perspective, top, right, etc. views.
5. Create --primitive--cube. Other shapes will probably work. The important thing is that you scale it up large enough that your camera cannot see past its outer edges, ideally as big as your room (or if outdoors, really, really huge). The camera must be outside the primitive.
6. Select the cube in Scene Tab and look at its surface in Surfaces tab. Select the surface. Apply the Uber Iray Base shader. Turn OFF all the glossy settings (glossiness, glossy layered weight, etc.)
7. Scroll down to the Refraction. Set the amount to maximum and the index number to 1.00 (I believe it's 1.5 by default).
8. Scroll down to the Thin Walled setting. Set it to OFF.
9. Scroll down to the SSS settings. Jag11's recommended settings are
Scattering Measurement Distance: 50
SSS Amount: .03
SSS Direction: 0.5
For the huge room in Jack's Chapter House scene, I used:
Transmitted Measurement Distance: 100 (same as the Scattering, leaving it at 0.1 produces black renders)
Scattering Measurement Distance: 100 (I reasoned that the rays needed to go further into the room)
SSS Amount: .05
SSS Direction: -0.45 (which, as it turns out, was wrong; in the version shown I've corrected it to 0.5.)
Adding a higher SSS amount will make your atmosphere more dusty. I used an incorrect value of SSS direction at first. According to DAZ's docs, "Negative numbers (-) backscatter to the direction of the light source. Positive numbers (+) forward scatter away from the direction of the light."
Here's a scene you can use to test this, and a copy of the most successful version of the shader I used.

So really, you should always use a positive number of SSS direction for this. This is probably why I didn't get very defined rays in my scene until the second try (the version you see for the Chapter House scene now).
In the second scene, the Park Side High Lobby, I used an HDR for fill and spotlights for lighting; there is no "Sun" light. So that is definitely not mandatory as a lighting method to get these rays.
I look forward to your renders using this method!
Deviantart's Default AI Opt-In
EDIT: They put in a mass opt out! Thanks for letting me know when I missed the news, lovely watchers! I'm not thrilled about dA making AI opt-out and not opt-in, and putting it so you have to opt-out on each individual artwork. I have little to lose from this, because my product is 3D models and not the 2D promotional images, but it's especially predatory of people whose product and ouevre is 2D art. I don't know how many people are still here, but it's one more reason for people who draw and paint to delete their accounts.
Color Differences in DS 4.20.1.38
This was introduced by my notice by Snarl, and verified by my own render testing. I will show my results in the following discussion. There is a visible color difference in Iray render results in Daz Studio 4.20.1.38 vs. the pre-VDB, pre-ghost light fix 4.16.1.21 build I was able to test against. I rendered out to pngs and looked at both pngs on the same monitor to account for that type of differences. Here shown is G8F up close in default lighting on both builds. I checked all of the render settings to make sure they were the same, too, because if we could just change a render setting it would be an easy fix. This difference is relatively subtle. Let me show those separately so you can download them separately to compare. Here's 4.20: And here's 4.16: You might have to zoom in and set them overlapping so you see top part and top part or right and right, etc., but it's there. I don't know how or why this change has happened. Maybe it's because Daz decided the default was too
Babbling About Fluid Simulation
I have some feelings about sims right now. I have a lot of them, and I've just had caffeine. So I'm going to share them with you all. So, I recently submitted a water set for Daz Studio. Three times. You see, Daz3d didn't like either of my first two interpretations of the slosh pieces and pouring pieces that were simulated in Blender, so I ended up having to hand-sculpt parts of it and combine that with parts of the simmed pieces. The sloshes are entirely hand-sculpted from me staring at photo references, except for bits of the flying droplets I salvaged from the original simmed meshes. I wouldn't even have gotten that far if not for the very specific and detailed feedback they gave me, a privilege of working with the Review committee since 2011 and, I sincerely hope, demonstrating an eagerness to accept professional criticism when it gets me paid. I know for a fact that they have some artists where they just say an unvarnished yes or no because it's not worth getting yelled at
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This is really wonderful. I used this to create this image: