Previous
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.
- string "kaf", float | vector3 kaf
Specify the attenuation factor.
It may be a float or a color, in order to specify the three
components equally or separately.
- string "ke", vector3 | pattern ke
Specify the emission.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "kr", vector3 | pattern kr
Specify the reflection factor.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "density", float | pattern density
Specify density.
It may be a float or a volumetric pattern.
If a pattern is given the float is used as input to it,
so you have to set it too.
- string "sampling", float sampling, int supersampling = 6, float threshold = 0.1
Specify the sampling accuracy.
sampling represents the frequency of the samples, that is to
say the number of samples that are taken on a unity long ray.
supersampling is the super-sampling factor, and threshold is
the variance threshold over which super-sampling takes place.
- string "shadow-caching", vector3 b1, vector3 b2
Specify the bounding box of the volume where shadow caching is
used. This box is split accordingly to the sampling frequency,
so this cache may need very large quantities of memory.
If memory is exhausted during rendering, try to reduce the
sampling frequency or the box size.
If no shadow cache is used the rendering stage will take longer times.
- string "density-caching", int memorysize, vector3 b1, vector3 b2
Specify the memory occupancy and the bounding box of the
volume where density caching is used.
The memory occupancy is expressed in Kb.
If no density cache is used the rendering stage will take longer times.
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.
- string "kaf", float kaf
Specify the attenuation factor.
- string "ke", vector3 | pattern ke
Specify the emission.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "kr", vector3 | pattern kr
Specify the reflection factor.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "density", float | pattern density
Specify density.
It may be a float or a volumetric pattern.
If a pattern is given the float is used as input to it,
so you have to set it too.
- string "sampling", float sampling
Specify the sampling accuracy.
It represents the frequency of the samples, that is to
say the number of samples that are taken on a unity long ray.
- string "caching", vector3 b1, vector3 b2
Specify the bounding box of the volume where shadow caching is
used. This box is split accordingly to the sampling frequency,
so this cache may need very large quantities of memory.
If memory is exhausted during rendering, try to reduce the
sampling frequency or the box size.
If no cache is used the rendering stage will take longer times.
emit
This interior allows a simple simulation of light emitting
gases, such as fire.
- string "kaf", float kaf
Specify the attenuation factor.
- string "kc", vector3 | pattern kc
Specify the emission.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "density", float density
Specify density.
- string "sampling", float sampling
Specify the sampling accuracy.
sampling represents the frequency of the samples, that is to
say the number of samples that are taken on a unity long ray.
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.
- string "kaf", float kaf
Specify the attenuation factor.
- string "kc", vector3 | pattern kc
Specify the color.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "density", float | pattern density
Specify density.
It may be a float or a volumetric pattern.
If a pattern is given the float is used as input to it,
so you have to set it too.
glow
This interior allows the creation of glowing volumes.
It has no self-shadowing and absorption, but it emits and
reflects light.
- string "ke", vector3 | pattern ke
Specify the emission.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "kr", vector3 | pattern kr
Specify the reflection factor.
It may be a color or a volumetric pattern.
If a pattern is given the color is used as input to it,
so you have to set it too.
- string "density", float density
Specify density.
- string "sampling", float sampling
Specify the sampling accuracy.
It represents the frequency of the samples, that is to
say the number of samples that are taken on a unity long ray.
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.
- string "ke", float ke
Specify the exponential factor that controls the variation of
the halo brightness with distance.
High values mean rapid changes, low values mean smooth variations.
- string "kc", vector3 kc
Specify the color of the halo.
- string "distance", float distance
Specify the distance at which the color of the halo is full.
hyper
This interior allows the creation of hypertextures, that is to
say to extract surfaces from volumetric density fields.
- string "material", material m
Specify the material from which the surface is made.
- string "interior", interior i
Specify the interior that is used to
extract the surface from the container object.
- string "density", float | pattern density
Specify the density threshold and the density field.
This attribute should be set both with a float and a pattern,
because the float represents the value at which a surface is
extracted from the pattern.
- string "sampling", float sampling, int supersampling
Specify the sampling frequency that is used to bracket the
surface in the density field.
- string "caching", int memorysize, vector3 b1, vector3 b2
Specify the memory occupancy and the bounding box of the
volume where caching is used.
The memory occupancy is expressed in Kb.
If no cache is used the rendering stage will take longer times.
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.
- string "kaf", vector3 kaf
Specify the absorption factor.
- string "shadowing", float shadowing
Specify the amount of shadowing.
The default (and physical) value is 1.
- string "visibility", int depth
Specify the tracing depth from which the interior starts to be
evaluated. This is useful to make a volumetric object to
appear only in reflections and transmissions.
The default value is 0.