Category: mental ray > Volume
Shader Family: Volume
Output: Color
This simple fog shader operates on the result color provided by a previously running shader (typically from a material shader
at the far end of the ray) and fades it toward a fog color based on ray length. Fading occurs within a maximum distance, otherwise
the fog color is considered solid. The fog color is allowed to have an alpha value which limits the maximum opacity of the
fog. Attaching the fog color to a texture shader, for example, creates transparent volume effects such as smoke or fire (set
max to 0 to avoid fading).
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The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.
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The fog color. The resulting color of the shader is faded towards this color based on the travelled ray length.
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The maximum internal space distance where fading should occur. Beyond this distance, the fog is considered solid.
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If this option is on, the shader also applies to light rays; if it is off, it does no operation on light rays. This option
should be on for correct results, but is expensive if the number of light rays is very large.
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