Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.


RedSDK

...

RedSDK supports one Volumetric Environment type:


  • 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.

...

Evironment may be Homogeneous or non-homogeneous medium with shadow.
Examples of Environmental turbulence with using the Prelin, Worley noise algorithms


It is possible to set up the environment inside the boundary shape (sphere , cube).


It is possible to use only the layer near the surface of the boundary shape.


It it is possible to Decrease/increase the environment density moving to the surface of the boundary shape.



Examples of combining multiple volumetric effects (each effect has their own settings and boundary shapes).

Light scattering.
Support spot, point, beam light sources
It is possible to create atmospheric effects (luminescence of celestial bodies, halo effects etc. )

It is possible Change the color of the rays when passing through the colored glass

It is possible to take into account only the highlighted space
Example of enabling or disabling the volume rendering during the global illumination

It is possible to create renders in holograms-like style


Known problems


  1. Error message when all volumetric effects are switched off.  
  2. Disappearance of background image when volumetric effect is switched on.

...