Constant Density

 
 
 

| Render Tree Usage

Category: Volume

Shader Family: Volume

Output: Color

Simulates the effect of light passing through a pigmented medium such as colored glass or smoke when applied to a scene. This shader shades the interior of objects according to the volume thickness. The shading is constant.

When applied to a non-opaque object, the more voluminous parts of the object appear to have a darker and more saturated color, such as the thick part of a wine bottle.

This shader is also used to create a depth pass effect when applied to a pass using the shader stack.

Name

The shader's name. Enter any name you like, or leave the default.

Transmit

Controls the color transmitted by the pigmented medium. Setting the color swatch to white (1,1,1) causes the shader to have no effect. Setting the color swatch to a non-saturated color causes all color seen through the medium to be absorbed equally.

Density

Specifies the amount of color absorbed from rays that pass through the medium. Because this value is relative to global SOFTIMAGE units, the same setting, when applied to a larger object, results in more absorption.

Profile

Specifies the rate of color absorption. 1 = a linear falloff; 2 = the absorption of color is proportional to the square of the distance traveled by the ray.

Unit Scale

When using as a depth pass shader, defines the scaling to use in relation to the Density parameter. A value of 1:100 will create a more detailed effect that is best used with a deep scene that extends far from the camera. Use a 1:1 scaling for relatively flat scenes.

1:1

Sets the density parameter value to a scale of 1 to 1.

1:10

Sets the density parameter value to a scale of 1 to 10.

1:100

Sets the density parameter value to a scale of 1 to 100.

Render Tree Usage

This shader is applied to a scene using the shader stack. Volume shaders cannot be expanded or built upon in the render tree.