体积
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.
参考
- 面板
- 起始
体积效果的起始距离。
- 结束
体积效果的结束距离。
- 平铺尺寸
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.
- 采样
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).
- 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.
体积阴影
体积物体周围的近似光吸收。这会使体积物体更不容易透光。这是一个非常消耗资源的选项,并有局限性。
- 采样
Number of samples to compute volumetric shadowing.
See also
限制。