Voxel Cone Lighting
Method #
Performs global illumination using a filtered voxel representation of the scene. It voxelises objects by using GPU rasterisation, and voxels are filtered at different resolutions depending on their usecase. Coarser resolutions are used for high roughness, finer resolutions are used for low roughness. Lighting is then calculated by raymarching though the voxels. If a Point Cache is available, then points from this cache will be inserted directly in to the voxel hierarchy, in many cases improving performance.
Parameters
These properties control the core behaviours of the node.
Parameter Details
Mode The shading mode.
- Diffuse And Reflection :
- Ambient Occlusion :
- Ambient Occlusion * Colour :
- Diffuse Bounce :
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 Minimum roughness value that reflections will be generated.
Max Roughness Maximum roughness value that reflections will be generated.
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.
Inputs
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Mode | The shading mode.
|
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 | Minimum roughness value that reflections will be generated. |
Max Roughness | Maximum roughness value that reflections will be generated. |
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 Input |
---|---|---|
Objects | Control which objects are affected by the lighting. | 3D Object |
Bounding Box | The region within which the voxel cone will apply. | Bounding Box |
Environment Map | Add an environment map to control the lighting generation. | Environment Map |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |