Volumes#
Reference
- Panel:
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 Resolution and Steps parameters.
- Resolution
Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.
- Steps
Number of steps 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 put more samples near the camera.
- Max Depth
Maximum surface intersection count used by accurate volume intersection method. Will create artifacts if it is exceeded.
Custom Range#
When working with volume objects, EEVEE automatically computes the best depth range where to compute the volume sampling and lighting. In certain situations, this isn’t enough and produces sub-optimal sampling which increases noise. This is particularly the case when using a volume shader inside the World or when working with large number of volume objects. The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision.
- Start
Start distance of the volumetric effect.
- End
End distance of the volumetric effect.
See also