
Same as last image but with a lower attenuation value We show some forward scattering examples below. On the other hand, negative numbers will produce "backward scattering' which means that volumetric lighting will mostly be visible as it travels away from the camera. Forward scattering means the lighting doesn't bounce around in the medium as much and is mostly visible when travelling towards the camera. Values greater than 0.0 produce what is known as "forward scattering". In some ways, this setting is similar to the "Diffuse/Specular" settings of a surface material.Ī phase of 0.0 means that the lighting will bounce around more and will appear more diffuse. The "Phase" parameter controls how much the lighting will bounce around inside the medium and get scattered. This is intentional! Because these lights are at an infinite distance, any amount of attenuation (which is dependent on distance) would completely block them out. Dome lights, the physical sun and infinite lights will not be attenuated. Lighting attenuation only happens for non-infinite lights. Higher numbers introduce stronger fogging and more light attenuation. AttenuationĬontrols both the strength of the fog and the amount by which light gets attenuated as it travels through the medium. If you enable volumetric scattering and you get a completely washed-out-white frame, you might need to reduce this setting significantly. Higher values will generate brighter volumetric lighting and vice-versa. Toggles the volumetric scattering effect (fog and volumetric lighting) on/off TintĪ global tint for all volumetric lighting effects (this doesn't include global fog) Scatteringĭefines how strong the volumetric lighting effect should be. The Volumetric Scattering effect options are located in the Redshift ROP node, Redshift tab:
