attributes menu

add volume


Purpose
For setting volume rendering parameters for the active object.

Usage
Click the add volume button to activate it. A volume attribute will be added and will be displayed in the attributes data input box as the currently active attribute.

Comments
The volume attribute is somewhat different from the other attributes. It is a solid attribute, that is, it defines light-emmiting material inside the solid. This will cause the object to be rendered using a volume rendering method. The material in the solid has a certain density, much like a gas or dust cloud, and the larger the volume inside the solid, the more opaque the solid will appear.

Warning
The volume attribute cannot be visualized in the Texture Preview window of the TextureEditor. You'll have to use the render window of the TextureEditor if you want to work on the volume attribute using the TextureEditor.

5 cubes, all containing the same volume material but with different opacities due to size difference.

A cube with density 1.0 and a size of 1.0 in each dimension will be completely opaque.

Volume parameters

A volume attribute has the following parameters:




Volume and overlay


An ordinary object grouped with a volume object: they are treated as seperate objects (that's what group means).

If you want to influence the way normal objects are rendered when they're inside a volume, you'll have to use overlay.

An ordinary object overlayed with a volume object: the volume has to be 'layed-over' the ordinary object(s).


Volume and particles


A halo created with one point particle system. Each individual particle is rendered as such.

The volume attribute can be used to create particle smoke.


Volume and maps


Interesting effects can be achieved by assigning 3D maps to the density of a volume attribute.

A cube with a noise map on the density of its volume attribute. Notice the opacity and shadow are influenced by the map.

A cube with a noise map on the color of its volume attribute. Notice the opacity and shadow are not influenced by the map.

There are 2 new maps named 'halo()' and 'halo2()' which can be used to create halo effects. The halo map is a real gaussian halo and the halo2 is a similar but faster alternative.

The halo() map on the density of the volume attribute of a sphere.

The halo2() map on the density of the volume attribute of a sphere.

The halo maps are also useful to create cloud type maps in combination with noise functions.

A cloud generated with a halo2()*noise(0.2) density.

Also effects like a nebula can be generated using halo, noise and color maps.

A nebula generated with a halo2()*noise(0.15) map on the density and a 2*(marble2()*color(1, 0.76, 0.54) + (1-marble2())*color(0.8, 0.32, 0.32) + color(0.1, 0.0, 0.8)) map on the color of the volume attribute of a squashed sphere.

If you try to reproduce this and things don't work out like you'd expect, there are 2 things to keep in mind:




Volume and lights


To model a light beam, 2 approaches can be taken: