God Rays through window pane: Cycles I'm creating a scene for a project and I wanted to go for the god ray effect achieved by the lights passing through the window. I added a mesh onto which volume scatter node was added, but still, even after fiddling with the volume scatter density, the desired effect couldn't be achieved. Also, the outline of the mesh on which the volume scatter node was applied is visible. For the environment, I used sky texture, and even after using a sun lamp, the results remain the same.
I use blender 2.90 and use the sun disk feature to light the environment. when setting the sun elevation to a specific degree, while rendering it automatically changes.
Heres a picture of the look that I'm going for (got it from blender guru tutorial)

and here's the render result of my project (ignore the noise)
Use a cuboid to surround the scene, and use a volume scatter node as volume. Nothing shoud be connected to the surface socket.
The default value of 1 for volume scatter is way too dense for practical use, so use a much smaller value.

Add a point light and make it very small (in this example is 0m) and very, very, very bright. The smaller the light, the more defined the shadows will be.

If you are using a glass material for the windows, you have to modify it so that it let's direct light go through it.

For more info on the glass shader read:
How to illuminate the dark areas behind glass in cycles
As for the noise... use a lot of samples.