![]() ![]() Transparency – Controls the color of the volumetric shadows and the tint for the objects seen through the fog. It allows a texture to be used for the density of the fog. For more information, see the Fog Distance example below.įog Density – A multiplier for the Fog distance parameter. Larger values make the fog more transparent, while smaller values make it denser. For more information, see the Emission example below.Įmission Multiplier – Multiplies the Emission parameter.įog Distance – Controls the fog density. You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI. For more information, see the Color example below.Įmission – Controls the fog emission (self-illumination). You can also use a texture map to drive the fog color. Set the Opacity of the surface material to black.Įnabled – Enables or disables the VRayEnvironmentFog.Ĭolor – Defines the color of the fog when it is illuminated by light sources. To set up a fog container, set the VRayEnvironmentFog as a volume material in the shading group for the container object. In that case, VRayEnvironmentFog traverses the fog volume in small steps, calculates the volume properties at each step, and computes the volume lighting accordingly. The second algorithm is a raymarching scheme, which is used when any of the volume properties are mapped with a texture. In this mode, VRayEnvironmentFog takes a number of random points inside the volume and calculates the volumetric lighting at those points. ![]() The first algorithm is a simple exponential sampling scheme, which is used when there are no texture maps specified. VRayEnvironmentFog can use either of two algorithms to calculate volumetric lighting. The atmospheric effect can also be confined to geometry objects. Volumetric properties can be determined by 3D texture maps. VRayEnvironmentFog is an atmospheric effect that allows the simulation of participating media like fog, atmospheric dust, and so forth. ![]()
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