Tán Xạ Thể Tích (Volume Scatter)

Volume Scatter node.

The Volume Scatter node allows light to be scattered as it passes through the volume. Typical usage would be to add fog to a scene. It can also be used with the Volume Absorption node to create smoke.

Đầu Vào (Inputs)

Màu Sắc (Color)

Scattering coefficients per color channel.

Tỷ Trọng/Mật Độ (Density)

The density of the scatter effect.

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.

Tính Chất (Properties)

Pha [Sóng] (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.

Mẹo

These phase functions can be combined using a Bộ Hòa Trộn Tô Bóng (Mix Shader).

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.

Đầu Ra (Outputs)

Âm Lượng/Thể Tích (Volume)

The Volume Shader output must be plugged into the Volume Input of the Material or World Output node.

Một Số Ví Dụ (Examples)

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

Ví dụ về sao chép/dán tư thế.