This node calculates lighting on particles using Voxel Cone Shading. This allows for soft shadows to be calculated that also take into account particle transparency. This effect must first voxelise the particles, which requires a limited spatial area denoted by a bounding box that can be connected via the Bounds Node. Only particles within that area of space are included in the effect. The size of the spatial area also effects its resolution and visual result: large areas of space will reduce the precision of the effect.
At least one Light Node must be connected to the Light Node input in order for this effect to operate. Multiple lights can be connected and they will be evaluated sequentially to generate the shading result. It is more efficient in terms of performance to use a single Voxel Cone Shading node with multiple light nodes connected, than multiple Voxel Cone Shading nodes each with one light node connected.
|Density Scale||Scale how much light is absorbed per voxel.|
|Name||Description||Typical Node Input|
|Bounds Node||Adds an area in which the shading can apply.||Bounding Box|
|Light Node||Control which light nodes affect the node. A light node is required for the shading to run.||Light|
|Affected Emitters||Choose which emitters can be affected by the affector.||Primitive Emitter|
|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.