Volumetrics#
EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
To achieve this, EEVEE uses several 3D textures which have a high video memory usage. The texture dimensions can be tweaked using the Tile Size and Samples parameters.
Object volumes have some limitations.
Reference
- Panel:
- Start
Start distance of the volumetric effect.
- End
End distance of the volumetric effect.
- Tile Size
Controls the quality of the volumetric effects. Lower size increases video memory usage and quality. This is the size in pixels of a volumetric cell.
- Samples
Number of samples to compute volumetric effects. Higher count increases video memory usage and quality. These samples are distributed along the view depth (view Z axis).
- Distribution
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
Volumetric Lighting#
Let the volume scattering scatter light in the scene. Unnecessary if no Volume Scatter is present in the scene.
- Light Clamping
Clamp light contribution of the volume scattering effect. Reduces flickering and noise. Set to 0.0 to disable clamping.
Volumetric Shadows#
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. This is a very computationally expensive option and has limitations.
- Samples
Number of samples to compute volumetric shadowing.
See also