Abstract
In the last chapter, we attached a volume shader to the camera, giving us a final opportunity to modify the eye ray color before the sample is stored for later filtering to create a pixel. In this chapter, we’ll attach volume shaders to objects, transforming them into three-dimensional regions within which we can control the modification of the background color as the ray passes through the object.
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© 2008 mental images GmbH, Berlin
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(2008). Volumetric effects. In: Writing mental ray® Shaders. mental ray® Handbooks, vol 3. Springer, Vienna. https://doi.org/10.1007/978-3-211-48965-9_23
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DOI: https://doi.org/10.1007/978-3-211-48965-9_23
Publisher Name: Springer, Vienna
Print ISBN: 978-3-211-48964-2
Online ISBN: 978-3-211-48965-9
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