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RedSDK supports one Volumetric Environment type: img img

  • ray cutoff is an optional value to stop the ray propagation when the result value is below the threshold.
  • ray marching step is the size of a single volume step along the ray used when sampling the medium. Decreasing this value will increase the rendering quality and time, especially for heterogeneous media.
  • scattering samples defines the number of samples that will be used to sample the volume during its illumination process with surrounding lights. Increasing it increases the volume rendering quality and time.

Structure of 'volume shape' shader.

This shader includes the following items: Effects, Volumetric effect, Sigma coefficients, Color canals, Boundary shape (Sphere, Cube or None). img
img A custom heterogeneous media in a spot light volume

Effects

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img The scene without medium img Basic homogeneous volumetric effect

Volumetric effect

img Volumetric effect shader parameters Activated - switch on/off the volumetric effect Light volume only - render light volume only Density - density of the medium (0 – 100%) Noise affect - noise factor (0 – 100%) Noise octaves - Increasing the number of octaves increases the level of noise details. img Noise scale - noise zoom Noise type - noise algorithm (Perlin or Worley) Sigma coefficients - 'Sigma coefficients' shader Boundary shape - boundary shape (None, Sphere, Cube)

Sigma coefficients

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Sigma coefficients shader parameters Absorption - absorption coefficient Scattering - scattering coefficient Scattering-in – scattering coefficient, (used only if Scattering = 0) Scattering-out – scattering coefficient, (used only if Scattering = 0) Color channels (absorption) – 'color channels' shader for Absorption (used only if Absorption = 0) Color channels (scattering) – 'color channels' shader for Scattering (used only if Scattering = 0) Color channels (scattering-in) – 'color channels' shader for Scattering-in (used only if Scattering-in = 0) Color channels (scattering-out) – 'color channels' shader for Scattering-out (used only if Scattering-out = 0)

Color canals

img Color canals shader parameters Affect - color affect (0 – 100%) Red – red canal Green – green canal Blue – blue canal

Boundary shape (Sphere, Cube)

img Boundary shape (Sphere) parameters Centre - centre radius Radius - sphere radius Boundary density law – the law of the density changing near the surface of the boundary shape Boundary density distance – distance to the surface of the boundary shape (0 – 100%) Boundary density affect - affect of density's change (0 – 100%) Near - boundary layer only - switch on/off taking into account only the layer near the surface of the boundary shape Near - boundary layer width – width of the layer near the surface of the boundary shape (0 – 100%) img Boundary shape (Cube) parameters Min – first point of the box Max - Second point of the box Boundary density law – the law of the density changing near the surface of the boundary shape Boundary density distance – distance to the surface of the boundary shape (0 – 100%) Boundary density affect - affect of density's change (0 – 100%) Near - boundary layer only - switch on/off taking into account only the layer near the surface of the boundary shape Near - boundary layer width – width of the layer near the surface of the boundary shape (0 – 100%)

Scattering medium.

Evironment may be Homogeneous or non-homogeneous medium with shadow. Examples of Environmental turbulence with using the Prelin, Worley noise algorithms img img It is possible to set up the environment inside the boundary shape (sphere , cube). img img It is possible to use only the layer near the surface of the boundary shape. img img It it is possible to Decrease/increase the environment density moving to the surface of the boundary shape. img img img Examples of combining multiple volumetric effects (each effect has their own settings and boundary shapes). img Light scattering. Support spot, point, beam light sources It is possible to create atmospheric effects (luminescence of celestial bodies, halo effects etc. ) img It is possible Change the color of the rays when passing through the colored glass img It is possible to take into account only the highlighted space Example of enabling or disabling the volume rendering during the global illumination img It is possible to create renders in holograms-like style img

Known problems

  1. Error message when all volumetric effects are switched off.

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  1. Disappearance of background image when volumetric effect is switched on.