Volumetrics(ボリューメトリック)

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.

参照

Panel(パネル):

Properties(プロパティ) ‣ Render(レンダー) ‣ Volumetrics(ボリューメトリック)

Start(開始)

ボリューメトリック効果の開始距離。

End(終了)

ボリューメトリック効果の終端距離。

Tile Size(タイルのサイズ)

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(サンプル数)

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(分布)

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(ボリューメトリックシャドウ)

周囲のボリュームオブジェクトのおおよその光吸収。これにより、ボリュームが光に対してより不透明になります。これは非常に計算コストの高いオプションであり、制限があります。

Samples(サンプル数)

Number of samples to compute volumetric shadowing.

参考

制限