Performs global illumination using a filtered voxel representation of the scene. It voxelises objects by using GPU rasterisation. The voxels are filtered at different resolutions. Coarser resolutions are used for high roughnesses, finer resolutions are used for low roughnesses. Lighting is calculated by the method of raymarching. If a Point Cache is available then points from this cache will be inserted directly in to the voxel hierarchy.

Example Nodegraph


Name Description
Mode The shading mode.
  • Ambient Occlusion,
  • Ambient Occlusion * Colour,
  • Diffuse Bounce,
  • Diffuse And Reflection,
Brightness Overall brightness of the illumination.
Point Brightness In development.
Diffuse Brightness The amount of diffuse light.
Reflection Brightness The amount of reflected or glossily-reflected light.
Envmap Brightness The brightness of the fallback environment mapping.
Cone Radius The maximum cone radius. This effectively controls the maximum surface roughness.
Max Ray Distance The maximum distance to raymarch.
Ray Start Offset A distance from the surface at which to start marching rays. Raising this value helps to avoid self-intersection problems.
Distance Intensity Boost How much to raise the brightness of distant samples by.
Min Roughness
Max Roughness
Reflection Max Steps The maximum steps to perform in raymarching.
Voxel Resolution The resolution of the voxel grid.
Voxel Format The voxel colour format. 8-bit has lower precision than 16-bit but uses less memory and may have better performance.
Dynamic When enabled the node will re-generated the voxel hierarchy on every frame. When disabled the node will cache and re-use the last-generated voxel hierarchy.
Antialias Point Cache If the voxel grid is fed by a point cache, then the points can be anti-aliased.
View Voxels Displays the generated voxels to help with debugging.
Show Mip Level Selects the hierarchy level of the display voxels when View Voxels is enabled.
Show Axis Selects the projection axis of the display voxels when View Voxels is enabled.


Name Description Typical Node Input
Objects Control which objects are affected. 3D Object
Bounding Box Bounding Box
Environment Map Environment Map
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null


The outputs section for this node is currently being worked on.