Volumetrics¶
Eevee simulate volumetric scattering by evaluating all volume objects inside the view frustum.
For this it uses several 3D texture 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.
Référence
Panneau: |
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- Start
- Distance de départ de l’effet volumétrique.
- End
- Distance de fin de l’effet volumétrique.
- 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
- Mélange entre distributions d’échantillon linéaire et exponentielle. Des valeurs élevées mettent plus d’échantillons près de la caméra.
Volumetric Lighting¶
Laisse la dispersion de volume disperser la lumière dans la scène. Non nécessaire si aucun Volume Scatter n’est présent dans la scène.
- 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 expensive option and has limitations (link).
- Shadow Samples
- Nombre d’échantillons pour calculer l’ombrage volumétrique.
Voir aussi