mib_volume

 
 
 

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).

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

color

The fog color. The resulting color of the shader is faded towards this color based on the travelled ray length.

max

The maximum internal space distance where fading should occur. Beyond this distance, the fog is considered solid.

lightrays

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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