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Auto – Picks the best available shader. In V-Ray 3.0 this will always resolve resolves to Phoenix FD. In V-Ray 2.x, Phoenix FD will be used only if available.
VRayEnvironmentFog – Uses a generic purpose volumetric shader that V-Ray is using in VRayEnvironmentFog node.
Phoenix FD – Uses the Phoenix FD shader which is optimized for grid based volumetric data.

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Scatter bounces – When Scatter GI is enabled, this attribute limits the number of GI bounces that will be are calculated inside the fog. It can be used to increase the rendering performance.

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Cut-off threshold – Controls when the raymarcher will stop stops traversing the volume. If the accumulated volume transparency falls below this threshold, the volume will be is considered opaque and tracing will be is aborted. Higher values make the rendering faster but may introduce artifacts.

Subdivs – (VRayEnvironmentFog only) Determines the number of points inside the fog at which volumetric lighting is evaluated. If this value is 1, a single sample along the ray will be is calculated, otherwise, the  the Step size will be is used instead.

Diffuse color multiplier – Specifies an extra multiplier for the diffuse lighting. This can be used to produce a non-physically correct result. The VRayEnvironmentFog shader requires this parameter to be set to 4.0 in order to produce a result similar to the Maya Software renderer. The Phoenix FD shader does this automatically.

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Solid mode– When enabled, the fluid will be is rendered as a solid object with a sharp surface, determined by the Solid threshold attribute.

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Disabled – Disable to increase the rendering performance.
Blend – Uses simple fade out between two states of the fluid. Note that this will not actually produce produces a fluid moving effect.
Velocity – Uses the velocity field to actually move the fluid in the time. Since this method is using a snapshot of the velocity at the start of the motion blur interval, the end position will often does not correspond to the start of the next motion blur interval.
Velocity + Blend – Uses the velocity to try blending more accurately between the current and the next frame. This is the most advanced, but slowest method.

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