Volume Scatter

Le nœud Volume Scatter.

Le nœud Volume Scatter autorise la lumière à se disperser au moment elle passe à travers le volume. L’utilisation typique serait d’ajouter du brouillard à une scène. Il peut aussi être utilisé avec le nœud Volume Absorption pour créer de la fumée.

Inputs

Color

Scattering coefficients per color channel.

Density

La densité de l’effet de dispersion.

Anisotropy Henyey-Greenstein Draine

Controls the relative amount of backward and forward scattering.

IOR Fournier-Forand

Refractive index of the scattering particles relative to water. Common ocean waters range between 1.0 and 1.2, while turbid waters with higher density of particles have higher IORs.

Backscatter Fournier-Forand

Fraction of light that is scattered backwards. Most oceanic particles have backscatter values between 0.001 (e.g., very large phytoplankton) and 0.1 (e.g., very small mineral particles), pure water has a backscatter of 0.5. Values taken from Ocean Optics Web Book.

Alpha Draine

Blending factor between Henyey-Greenstein (\(\alpha = 0\)) and Cornette & Shanks (\(\alpha = 1\)) phase functions.

Diameter Mie

Diameter of the scattering particles in µm.

Properties

Phase

Volume scattering phase function.

Henyey-Greenstein:

Simple and widely used phase function, useful for approximating scattering in biological tissues.

Fournier-Forand:

Cycles Only Suitable for modeling the scattering of light in underwater environments.

Draine:

Cycles Only Suitable for modeling the scattering of interstellar dust.

Rayleigh:

Cycles Only Describes the scattering by particles with a size smaller than the wavelength of light, such as the scattering of sunlight in earth’s atmosphere.

Mie:

Cycles Only Describes the scattering by particles with a size larger than the wavelength of light, such as cloud and fog.

Astuce

These phase functions can be combined using a Shader Mix.

Volume Scattering Function in logarithmic scale.

Volume scattering phase as a function of angles between the incoming and the outgoing direction, in logarithmic scale. Light comes from the left side.

Outputs

Volume

La sortie du Shader Volume doit être branchée dans le Volume Input du node de sortie Matérial ou World.

Exemples

../../../_images/render_shader-nodes_shader_volume-scatter_example.png

Exemple de Volume Scatter.