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.
- Color
-
Assign a color or map a texture to the volume. To
use the color ramp, see
Ramp.
- Transparency
-
Represents the amount of the volume’s Transparency.
- Incandescence
-
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.
NoteAlthough a surface
appears to glow when you apply Incandescence, it does not act as
a source of light in the scene. See also Glow Intensity.
- Glow Intensity
-
As you
increase this value, the material seems to glow and is surrounded
by a faint halo of light. Glow Intensity is
different from Incandescence 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.
- Density
-
Represents the density or transparency of the fog.
- Density Mode
-
Determines if the density is defined
in world space or object space. Object space density preserves the
look when an object is scaled.
- Illuminated
-
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.
- Light Scatter
-
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.
Dropoff
- Dropoff Shape
-
Select either the Cone, Sphere, Cube,
or Light Cone as a shape used
to define an outer boundary to create a soft-edged volume. For example,
if rendering a box volume, Cube should
match the edges of the volume.
NoteLight
Cone is different from Cone—the dropoff
(or fade) occurs near the point of the cone.
- Edge Dropoff
-
Defines
how suddenly the density falls off near the edges defined by the Dropoff
Shape. 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.
- Axial Dropoff
-
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 Cone shapes).
Dropoff Method
Select one of the following options:
- Scale Opacity
-
Multiplies
the overall density by the fade value, causing a uniform change
in transparency.
- Subtract Density
-
Subtracts
the fade value multiplied by the Dropoff Subtract 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.
- Dropoff Subtract
-
The maximum amount of density subtracted from
the volume when Dropoff Method is Subtract
Density. If the volume density is 1.0 and Dropoff
Subtract is 1.0, the edge of the volume is completely
transparent.