Thể Tích -- Volumetrics

Eevee simulate volumetric scattering by evaluating all volume objects inside the view frustum.

For this it 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.

Tham Chiếu -- Reference

Bảng -- Panel

Properties ‣ Render ‣ Volumetrics

Bắt Đầu -- Start

Start distance of the volumetric effect.

Kết Thúc -- End

End distance of the volumetric effect.

Kích Thước Ô -- 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.

Lượng Mẫu Vật -- 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).

Phân Phối -- Distribution

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

Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. This is a very computationally expensive option and has limitations.

Lượng Mẫu Vật -- Samples

Number of samples to compute volumetric shadowing.

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Limitations.