Color – Defines the color of the fog when it is illuminated by light sources. Emission – Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI. Emission Multiplier – Multiplies the Emission color. Distance – Controls the fog density. Larger values make the fog more transparent, while smaller values make it denser. Height – The fog is assumed to start from a certain Z-level height and continue downward indefinitely. This parameter determines the starting point along the Z-axis.
Scatter GIScatter GI – Enables the fog to scatter global illumination. Note that this can be quite slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When the option is on, the currently selected global illumination algorithm in the V-Ray settings is used to accelerate GI inside the volume (i.e. the Irradiance Map, Light Cache, or Brute Force). Scatter Bounces – When Scatter GI is enabled, this controls the number of GI bounces that are calculated inside the fog.
AffectAffect Camera Rays – Specifies if the fog is visible to camera rays. Affect Background – When disabled, the background is not obscured by the fog. Affect Secondary Rays – Specifies if the fog should affect shadow, GI, reflection and refraction rays.
Affected ByLights – Determines which scene lights affect the fog. It is used when you have certain lights affecting just specific objects in the scene while another group of lights is affecting the environment fog. All Lights – All lights in the scene affect the environment fog. No Lights – The lights in the scene do not affect the environment fog. Selected Lights – Only the lights selected from the list affect the environment fog. |