Find this material in the Create bar.
Apply this material to volumetric primitives to create effects such as spherical, conical, or cubicle smoke, fog, or dust.
For more information on strategies, see Create > Volume primitives.
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Assign a color or map a texture to the volume. To use the color ramp, see Ramp.
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Represents the amount of the volume’s .
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To make a material appear as if it were emitting light, such as lava or a phosphorescent moss. A slight touch of incandescence
on vegetable matter, for example, can make the vegetation look alive. The color is black by default, which has no effect on
the surface.
Note
Although a surface appears to glow when you apply Incandescence, it does not act as a source of light in the scene. See also
.
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As you increase this value, the material seems to glow and is surrounded by a faint halo of light. is different from in two ways:
- Glow adds a halo to the surface.
- Maya adds the glow effect at the end of rendering as a post-process; Incandescence just makes the surface appear brighter.
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Represents the density or transparency of the fog.
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Determines if the density is defined in world space or object space. Object space density preserves the look when an object
is scaled.
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If on, lights are computed for the fog. The lighting for each volume span is determined by the volume sample’s attribute on
the geometry.
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The amount the fog scatters light in all directions. As it approaches zero, the fog tends to scatter light directionally,
which results in halos around light sources.
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Select either the , , , or as a shape used to define an outer boundary to create a soft-edged volume. For example, if rendering a box volume, should match the edges of the volume.
Note
is different from —the dropoff (or fade) occurs near the point of the cone.
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Defines how suddenly the density falls off near the edges defined by the . A value of 0.0 results in a hard edge with no dropoff. A value of 1.0 results in smooth density fade from the edge to the
center of the volume.
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Defines the density dropoff down the center axis of a cone. Higher values make the fog less dense further from the peak of
the cone. (Only works with shapes).
Select one of the following options:
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Multiplies the overall density by the fade value, causing a uniform change in transparency.
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Subtracts the fade value multiplied by the value from the density. Useful when density or transparency is textured. Low density regions become completely transparent,
while high density regions are not very affected. This can help preserve the character of a fluffy cloud, for example.
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The maximum amount of density subtracted from the volume when is . If the volume density is 1.0 and is 1.0, the edge of the volume is completely transparent.