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manual/render/eevee/volumetrics.rst
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| Volumetrics | Volumetrics | ||||
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| Eevee simulate volumetric scattering by evaluating all volume objects inside a the view frustum. | Eevee simulates volumetric scattering by evaluating all volume objects inside the view frustum. | ||||
| For this is uses several 3D texture which have a high video memory usage. | For this is uses several 3D textures which have a high video memory usage. | ||||
| The textures dimensions can be tweaked using the *Tile Size* and *Samples* parameters. | The textures dimensions can be tweaked using the *Tile Size* and *Samples* parameters. | ||||
| Object volumes have some limitations (link). | Object volumes have some limitations (link). | ||||
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| End distance of the volumetric effect. | End distance of the volumetric effect. | ||||
| Tile Size | Tile Size | ||||
| Control the quality of the volumetric effects. Lower size increase video memory usage and quality. | Controls the quality of the volumetric effects. Lower size increases video memory usage and quality. | ||||
| This is the size in pixels, of a volumetric cell. | This is the size in pixels of a volumetric cell. | ||||
| Samples | Samples | ||||
| Number of samples to compute volumetric effects. Higher count increase video memory usage and quality. | Number of samples to compute volumetric effects. Higher count increases video memory usage and quality. | ||||
| These samples are distributed along the view depth (view Z axis). | These samples are distributed along the view depth (view Z axis). | ||||
| Distribution | Distribution | ||||
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| Unnecessary if no Volume Scatter is present in the scene. | Unnecessary if no Volume Scatter is present in the scene. | ||||
| Light Clamping | Light Clamping | ||||
| Clamp light contribution to the volume scattering effect. Reduce flickering and noise. | Clamp light contribution of the volume scattering effect. Reduces flickering and noise. | ||||
| Set to 0.0 to disable the clamping. | Set to 0.0 to disable clamping. | ||||
| Volumetric Shadows | Volumetric Shadows | ||||
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| Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. | Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. | ||||
| This is a very expensive option and have limitations (link). | This is a very expensive option and has limitations (link). | ||||
| Shadow Samples | Shadow Samples | ||||
| Number of samples to compute volumetric shadowing. | Number of samples to compute volumetric shadowing. | ||||
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| - Only single scattering is supported. | - Only single scattering is supported. | ||||
| - Volumetrics are rendered only for the camera "rays". They don't appear in reflections/refractions and probes. | - Volumetrics are rendered only for the camera "rays". They don't appear in reflections/refractions and probes. | ||||
| - Volumetrics don't receive Light from light grids but does receive from the world probe. | - Volumetrics don't receive Light from light grids but do receive from the world probe. | ||||
| - Volumetric shadowing does only work on other volumetrics. | - Volumetric shadowing only works on other volumetrics. | ||||
| - Volumetric shadowing does only work for volumes inside the view frustum. | - Volumetric shadowing only works for volumes inside the view frustum. | ||||
| - Volumetric lighting does not respect the lights shapes. They are treated as point lights. | - Volumetric lighting does not respect the lights shapes. They are treated as point lights. | ||||
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