Volumetrics

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

For this it uses several 3D texture which have a high video memory usage. The texture dimensions can be tweaked using the Tile Size and Samples parameters.

物体体积有一些限制(链接)。

参考

面板:Properties ‣ Render ‣ Volumetrics
开始
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
线性和指数样本分布之间的混合。值越高,相机附近的样本越多。

体积光

让体积散射在场景中散射光。如果场景中没有体积散射,则不需要。

光线钳制
Clamp light contribution of the volume scattering effect. Reduces flickering and noise. Set to 0.0 to disable clamping.

体积阴影

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

阴影采样
计算体积阴影的采样数。

See also

Limitations.