Method
Renders a procedural as a volume. Unlike the Volumetric Generator node, this volume is not restricted to a bounded region of space. This allows a free camera flight through the volume without needing to animate or switch bounding boxes.
This node is highly performance-intensive and processing time depends on resolution.
!Use of this node above 1920×1080 resolution is not recommended.
This node is limited for use only with single perspective camera nodes, like the Camera and Region Camera.
Example |
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Example Nodegraph |
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Transform
Name |
Description |
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Position X |
Move its position along the x-axis in local space. |
Position Y |
Move its position along the y-axis in local space. |
Position Z |
Move its position along the z-axis in local space. |
Rotation Heading |
Rotate the object about the y-axis. |
Rotation Pitch |
Rotate the object about the x-axis. |
Rotation Bank |
Rotate the object about the z-axis. |
Scale X |
Scale along the x-axis. |
Scale Y |
Scale along the y-axis. |
Scale Z |
Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name |
Description |
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Visible |
Control whether the node is visible or not to the scene. |
Alpha |
Alpha transparency amount. |
Colour |
Colour of the volumetric cloud. |
Depth Alpha Scale |
The alpha density of the cloud. |
Max Depth |
The maximum depth at which raymarching should terminate. |
Num Slices |
Increase the number of slices to increase the precision of the tracer at the cost of memory and computation. |
Error Tolerance |
Increase this tolerence level to fix holes in the cloud shape, which can happen if the procedural field becomes too distorted. |
Coarse Alpha Threshold |
A threshold for the low-resolution first pass raymarch. A higher threshold may increase performance but introduce artefacts. |
Fine Alpha Threshold |
A threshold for the high-resolution first pass raymarch. A higher threshold may increase performance but introduce artefacts. |
Shadow Area |
Sets the size of the shadowmap casting area |
Shadow Max Distance |
The maximum distance that shadows will be cast to. |
Direct Illumination Intensity |
The intensity of the light applied directly to the cloud (before shadowing). |
Shadow Absorb |
The hardness or density of the cloud with respect to shadow-casting. Increasing this value makes for more contrasted shadows, decreasing it makes for softer shadows. |
Shadow Scatter |
The scattering effect of the direct illumination. |
Shadow Tint Colour |
Shadows will be tinted by this colour. |
Shadow Map Size |
The resolution of the shadowmap used for shadow casting. |
Ambient Absorb |
The hardness or density of the cloud with respect to ambient light. |
Ambient Instensity |
The amount of ambient light added to the cloud. |
Static Shadows |
While this property is enabled, shadows will not be generated. The last-generated shadowmaps will be cached and re-used. |
Apply Shadows To Solid Objects |
Determines whether volumetric shadows should be cast onto solid objects. |
Apply Shadows From Solid Objects |
Determines whether solid objects should cast shadows onto the volumetrics. |
Inputs
Name |
Description |
Typical Node Input |
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Procedural Root |
Use a Procedural Root as an input, so the renderer is treated seperately from the roots transforms. In this case, the renderer itself would be connected to the scene Root node. |
Procedural Root |
Light |
Light nodes used for lighting and shadowing of the volumetrics. |
Light |
Mask |
A 2D mask image that can be used to define areas of the screen which are raytraced. |
Video Source |
Bounding Box |
A bounding box that may be used to contain the raytraced area in 3D space. |
Bounding Box |
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 |
Outputs
There are no outputs from this node.