This page provides information about the V-Ray Volume Shader node.
Overview
The V-Ray Volume Shader is the 'core' node of V-Ray’s new implementation of volumetric rendering. The V-Ray Volume Shader enables the work with volumetric shading graphs by exposing inputs for density, color, absorption, and anisotropy. The inputs can be mapped by textures to create procedural shading graphs by sampling the voxel information for each VDB primitive in the VDB file.
The V-Ray Volume Shader is used for clouds, smoke, and magical effects. Currently, there is no support for rendering fire on its own, i.e. without smoke.
The Volume Shader supports both float and vector velocity fields. However, for 'legacy' (non-Solaris) this preview implementation expects a float velocity field in the form of vel.x, vel.y, vel.z.
The Volume Shader supports VDB volumes only.
Parameters
Density – Controls the density of the volume.
Scale – Multiplier for the overall density.
Extinction Falloff – Specifies the rate at which density decreases over scatter bounces.
Extinction Start – Specifies the scatter bounce where density reduction begins.
Smoke Color – Specifies the base scatter color of the volume when illuminated.
Emission Color – Controls the self-illumination of the volume.
Absorption Color – Specifies the attenuation of light passing through the volume.
Anisotropy – Controls forward or backward scattering (Hen–Greenstein phase function).
Roughness – Specifies the smoothness of scatter results across bounces.
Roughness Start – Specifies the bounce after which roughness effects begin.
Overall Mult – Scales the entire shader output.
Num. Bounces – Specifies the number of scatter bounces (negative values default to renderer limits).