$customHeader
Skip to end of metadata
Go to start of metadata

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 5 Next »

RedSDK unterstützt einen volumetrischen Umgebungstyp:

  • Abtragung ist ein optionaler Wert, um die Lichtstrahlverteilung zu stoppen, wenn der Ergebniswert unter dem Schwellenwert liegt.

  • Lichtstrahl-Abtastschritt ist die Größe eines einzelnen Volumenschritts entlang des Lichtstrahls, der beim Abtasten des Mediums verwendet wird. Eine Verringerung dieses Werts erhöht die Renderqualität und -dauer, speziell für heterogene Medien.
  • Streuende Proben definiert die Anzahl der Abtastungen, die während des mit den umgebenden Lichtern durchgeführten Beleuchtungsvorgangs beim Abtasten des Volumens verwendet werden. Eine Erhöhung dieses Werts erhöht die Renderqualitätt und -dauer für Volumen.

Struktur des Volumenform-Schattierers

Dieser Schattierer enthält folgende Einträge: Effekte, Volumetrischer Effekt, Sigma-Koeffizienten, Farbkanäle, Grenzverlauf (Kugel, Würfel oder Kein).


  

Ein angepasstes heterogenes Medium in einem Spotlicht-Volumen

Effekte


         

Die Szene ohne Medium

Homogener volumetrischer Standardeffekt     

Volumetrischer Effekt

Schattiererparamter für Volumetrischer Effekt

Aktiviert: Schaltet den volumetrischen Effekt ein/aus.

Lichtvolumen: Nur Lichtvolumen.

Dichte: Dichte des Mediums (0 – 100%).

Rauschaffekt: Rauschfaktor (0 – 100%).

Rauschoktaven: Eine Erhöhung der Anzahl der Oktaven erhöht den Rauschdetaillevel.


Rauschskalierung: Rausch-Zoomwert.

Rauschtyp: Rauschalgorithmus (Perlin or Worley).

Sigma-Koeffizienten: Schattierer Sigma-Koeffizienten.

Grenzverlauf: Form des Grenzverlaufs (Kein, Kugel, Würfel).

Sigma-Koeffizienten


               

Sigma coefficients shader parameters

Absorption - absorption coefficient

Scattering - scattering coefficient

Scattering-in – scattering coefficient, (used only if Scattering = 0)

Scattering-out – scattering coefficient, (used only if Scattering = 0)

Color channels (absorption) – ‘color channels’ shader for Absorption (used only if Absorption = 0)

Color channels (scattering) – ‘color channels’ shader for Scattering (used only if Scattering = 0)

Color channels (scattering-in) – ‘color channels’ shader for Scattering-in (used only if Scattering-in = 0)

Color channels (scattering-out) – ‘color channels’ shader for Scattering-out (used only if Scattering-out = 0)

Color canals

Color canals shader parameters

Affect - color affect (0 – 100%)

Red – red canal

Green – green canal

Blue – blue canal

Boundary shape (Sphere, Cube)

Boundary shape (Sphere) parameters

Centre - centre radius

Radius - sphere radius

Boundary density law – the law of the density changing near the surface of the boundary shape

Boundary density distance – distance to the surface of the boundary shape (0 – 100%)

Boundary density affect - affect of density’s change (0 – 100%)

Near - boundary layer only - switch on/off taking into account only the layer near the surface of the boundary shape 

Near - boundary layer width – width of the layer near the surface of the boundary shape (0 – 100%)

Boundary shape (Cube) parameters

Min – first point of the box

Max - Second point of the box

Boundary density law – the law of the density changing near the surface of the boundary shape

Boundary density distance – distance to the surface of the boundary shape (0 – 100%)

Boundary density affect - affect of density’s change (0 – 100%)

Near - boundary layer only - switch on/off taking into account only the layer near the surface of the boundary shape 

Near - boundary layer width – width of the layer near the surface of the boundary shape (0 – 100%)

Scattering medium.

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.


  • No labels