VOLUME MEDIUMS
In the Volume Medium Tab you can make many adjustments to the absorption, scattering and emission options as well as the Material Volume options. Whether you use a generator or a VDB, you have to make the final look settings for the volume. And since these settings are related to each other, it is not possible for us to give you a full description. Unlike the material volume, all of these options work based on the Voxel Grid this time. The Ray Casting method interacts with these Voxels and voxel grids and collect necessary data for final render. We can say that the most important parameters here are the "Step Lenght" and "Density". Especially the step length can change the appearance of the volume dramatically. For example, when you use smoke VDB, you can play with the step length setting to show this smoke as dense or misty depending on the channel parameters. Do not increase it too much because after a while it will be calculation to nothing and you'll waste your time. Generally keeping this value low will produce quality results.
Our recommendation for this section is that you will be practicing constantly because the variables according to the simulation are infinite. In Volume Effects section you will see the practical use of all the options.
体积介质
在“体积介质”选项卡中,您可以对吸收,散射和发射选项以及“材质体积”选项进行许多调整。无论使用生成器还是VDB,都必须对卷进行最终外观设置。由于这些设置是相互关联的,因此我们无法为您提供完整的描述。与材质体积不同,这次所有这些选项都基于体素网格。射线投射方法与这些体素和体素网格进行交互,并收集必要的数据以进行最终渲染。我们可以说,这里最重要的参数是“步长”和“密度”。尤其是步长可以显着改变体积的外观。例如,当您使用烟雾VDB时,您可以按照步长设置进行播放,以根据通道参数将烟雾显示为浓烟还是薄雾。不要增加太多,因为过一会儿它就算不上什么了,您会浪费时间。通常将此值保持较低将产生高质量的结果。
我们对本节的建议是您将不断练习,因为根据模拟的变量是无限的。在“音量效果”部分,您将看到所有选项的实际使用。
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