Advanced Volumetric Parameters
The various items on the Render Quality pop-up menu determine the level of detail HyperVoxels uses to render the volume. The
default is Medium and should be adequate for most situations. The Thickness setting, which defaults to 1, allows you to adjust the
general density of the volume.
Hint
The optimum Render Quality setting depends greatly on the type of volumetric effect you are trying to achieve. For example, soft-looking
clouds can use a lower setting than thick heavy clouds.
Jittering adds some "noise" to the effect to overcome banding problems that might appear because of volumetric aliasing. Generally,
this should only be used when there is some unwanted banding and when the render quality cannot be improved.
I
LLUMINATION
The Illumination pop-up menu determines how the HyperVoxels volume is lighted. Self, the default, acts as if the light was coming
from the viewer. It can be useful to see more details on the object. With Constant, the scattering of light is constant, that is, the
amount of light scattered at one point is proportional to the amount of light received at that point.
Diffuse is a special illumination mode designed to accentuate the volume's "visual feeling." The amount of light is proportional to the
diffuse reflection on the object's surface boundary. This means if you looked at the object as a surface, the bright areas on the surface
will also be the brighter areas in the volumetric rendering. This mode can be useful to fake shadows.
Raleigh simulates a strong forward scattering of light within the volume. Light scatters in the direction of the light relatively to the
viewer, which means that illumination will be at its maximum when the light faces the viewer. This is perfect to do back-lit clouds,
smoke, etc.
Beer uses the pattern's sample density amount as the illumination value, dramatically reducing contrast between lighted areas. This
uses the physical model for the scattering of light inside a gas. This setting is also good for clouds.
A
L
MBIENT
IGHT
Ambient Color lets you specify the ambient light color of the volume. This setting works hand in hand with the Color setting on the
Volumetric - Basic tab. Ambient color is similar to ambient light in Layout, except it applies only to the selected HyperVoxel object.
Basically, the shading process is very similar to what happens with regular object surfaces.
Because of the way illumination is calculated inside volumetrics objects, Ambient Intensity can be higher than 100% without
overexposing the image.
HyperVoxels 2.0
3.11
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