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volume_shaft_base

A volume_shaft_base material is used to create beams of light falling into a dark room through windows or any other openings. In case colored glass is used for windows (the Translucence option is enabled), beams also will be colored.

This material is applied only to Volume boxes.

Volume shaft material

Volume shaft material

States

In the States tab you can set rendering passes and available options. Enabling some of the states activates additional textures and parameters in the Textures and Parameters tabs respectively.

For this material the states contain only Options field.

Possible values for a Samples option:

GUI name XML name Description
16 16 A density texture is sampled to render a volume box 16 times.
32 32 A density texture is sampled to render a volume box 32 times.
64 64 A density texture is sampled to render a volume box 64 times.
128 128 A density texture is sampled to render a volume box 128 times.
256 256 A density texture is sampled to render a volume box 256 times.

All the states can be set to default ones - click a Set to parent button near the state (if the state is different from the default one, its field will be highlighted with green).

The states available for this kind of materials are listed below.

Options

The following options are set in the Options field of the States tab.

GUI name XML name Description
Samples samples Smoothness of light beams. It controls a sampling step for rendering a volume box. To increase the performance, use low Sample values.
Minimum number of Samples Maximum number of Samples
Samples = 16
Samples = 256

Textures

In the Textures tab of the Materials Editor you can:

  • Load the textures - click a Load button near the texture and specify the path to the texture or type the path in the texture field manually
  • Open the view window to see texture's details - click a View button near the texture
  • Set the current texture to default one - click a Set to parent button near the texture (if the texture is different from the default one, its field will be highlighted with green)

The textures available for this kind of materials are listed below.

Base Textures

GUI name XML name Description Channels
Noise noise Noise map. A texture to be rendered in the screen space and add a noise pattern to the beam. R

Parameters

In the Parameters tab you can set or modify base and additional parameters.

Parameters of different types are set in different ways:

  • slider - the value can be set either by smoothly moving the slider of the scroll box or manually in the box near the parameter (if required, the value bigger than maximum one for the slider can be set)
  • color - the color can be chosen in the dialog window, activated after double clicking the color field

All the parameters can be set to default ones - click a Set to parent button near the parameter (if the parameter is different from the default one, its field will be highlighted with green).

The parameters available for this kind of materials are listed below.

Shading Parameters

Shading parameters are modified in the Shading field of the Parameters tab.

GUI name XML name Type Description
Diffuse diffuse_color color

A color picker to choose the color of the diffuse map.

Density Parameters

Density parameters are modified in the Density field of the Parameters tab.

GUI name XML name Type Description
Multiplier volume_density slider A coefficient to scale the density of the cloud. The density value multiplies the value of the G channel of the density texture.

By the minimum value of 0, the cloud is not rendered at all.

The higher the value, the bigger and darker cloud is (if a default texture is used).
Last update: 2017-07-03