| 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.
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The shader's name. Enter any name you like, or leave the default.
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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.
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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.
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Profile
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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.
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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.
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Sets the density parameter value to a scale of 1 to 1.
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Sets the density parameter value to a scale of 1 to 10.
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Sets the density parameter value to a scale of 1 to 100.
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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.