Volumetría

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.

Referencia

Panel

Properties ‣ Render ‣ Volumetrics

Inicio

Distancia inicial del efecto volumétrico.

Fin

Distancia final del efecto volumétrico.

Tamaño de celdas

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.

Muestras

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).

Distribución

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.

Sombras volumétricas

Aproximará la absorción de la luz de los objetos volumétricos cercanos. Esto hará que los volúmenes sean más opacos a la luz. Se trata de una opción que implica un cálculo intenso y presenta sus limitaciones.

Muestras

Number of samples to compute volumetric shadowing.

Ver también

Limitaciones.