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UI Text Box
typetip

The new translucency modes perform actual volumetric multibounce scattering inside the object, therefore they are influenced by the actual geometry quite a bit. Widely used “cheats” like smooth surface normals may not be enough for low-poly meshes, especially with small scatter radius. In this case, subdividing the mesh either using V-Ray subdivision or e.g. the Turbosmooth modifier improves the results. V-Ray subdivision is slower to render, but is able to tessellate the mesh in a view-dependent manner without having to guess the number of subdiv iterations.

 

Anchor
FogDepth
FogDepth

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Anchor
exampleFogColor
exampleFogColor
 

Section
bordertrue
Column
width50%

Example: None (Depth)

 

This example demonstrates the effect of

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the Depth parameter.

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Column
width25%

 

Column
width50%

 Translucency is set to None.

 

Section
bordertrue
column
Image slider
Panel
borderStylenone

Image Modified

Depth = 5 cm

Panel
borderStylenone

Image Modified

Depth = 2 cm

Panel
borderStylenone

Image Modified

Depth = 0.5 cm

Panel
borderStylenone

Image Modified

Depth = 0.2 cm

Panel
borderStylenone

Image Modified

Depth = 0.1 cm

 

width25%

 

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Column

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width50%

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Example: Fog Color

 

This example demonstrates the effect of the Fog color parameter. Notice that we are changing the hue value of the Fog color.

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 Translucency is set

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to None.

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section25%

 

Column
width25%

bordertrue
column

 

Column
width50%
Image slider
Panel
borderStylenone

Fog color (HSV) Hue = 42

Panel
borderStylenone

Fog color (HSV) Hue = 245

Panel
borderStylenone

Fog color (HSV) Hue = 128

Panel
borderStylenone

Fog color (HSV) Hue = 196

Panel
borderStylenone

Fog color (HSV) Hue = 17

 

width

 

 

Anchor
ScatterColorfog
ScatterColorfog

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