Thể Tích (Volumes)#
Tham Chiếu (Reference)
- Panel (Bảng):
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 Resolution and Steps parameters.
- Độ Phân Giải (Resolution)
Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.
- Số Phân/Bước (Steps)
Number of steps to compute volumetric effects. Higher count increases video memory usage and quality. These samples are distributed along the view depth (view Z axis).
- Phân Bổ (Distribution)
Blend between linear and exponential sample distribution. Higher values put more samples near the camera.
- Max Depth
Maximum surface intersection count used by accurate volume intersection method. Will create artifacts if it is exceeded.
Phạm Vi Tùy Chỉnh (Custom Range)#
When working with volume objects, EEVEE automatically computes the best depth range where to compute the volume sampling and lighting. In certain situations, this isn't enough and produces sub-optimal sampling which increases noise. This is particularly the case when using a volume shader inside the World or when working with large number of volume objects. The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision.
- Khởi/Đầu (Start)
Khoảng cách khởi đầu của hiệu ứng thể tích.
- Cuối/Kết Thúc (End)
Khoảng cách kết thúc của hiệu ứng thể tích.
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