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INTERIORs

cloud

This interior allows very complex simulations of clouds, with veriying density, self-shadowing and wavelength dependent absorption.
This type may be very slow to compute.


dust

This interior allows a simple simulation of clouds formed by dust particles, with varying density but no self-shadowing. This type may be slow to compute.


emit

This interior allows a simple simulation of light emitting gases, such as fire.


fog

This interior allows a simple simulation of fog, without real self-shadowing. Density and color are allowed to change, but they aren't really volumetric. The position of the visible surface is used instead. This type is very fast to compute.


glow

This interior allows the creation of glowing volumes. It has no self-shadowing and absorption, but it emits and reflects light.


halo

This interior allows the creation of haloing volumes, which emit light. The emission is only controlled by distance, so that the longer is the distance traveled by the ray into the halo, the brighter is its color.


hyper

This interior allows the creation of hypertextures, that is to say to extract surfaces from volumetric density fields.


standard

This interior allows the creation of a homogeneous media, with standard absorption. It may be used to simulate the interior of glasses, transparent plastics or liquids.