Part of the mental ray® Handbooks book series (MENTALRAY, volume 1)
The material shaders introduced on page 43 determine the color of the surface of a geometric object. The mental ray rendering software can also take into account the space between objects, with procedural volume shaders that control what happens when looking through it. In the simplest case, this can be a uniform fog that fades distant objects towards white. Volume shading is also the method of choice for
and all other effects that either have no solid substance or are otherwise difficult to model geometrically. In principle, volume shaders can be used for any interaction with rays, including geometric models. It is possible to write volume shaders that act as sub-renderers in their domain of space, performing object and volume intersection tests like mental ray does. However, in practice volume shaders are used for effects like those in the above list; mental ray can handle solid object intersections much more efficiently.
anisotropic fog, non-uniform fog banks
visible light beams
fur and feathers
KeywordsGeometric Object Volume Rendering Local Volume Fire Volume Global Illumination
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
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© Springer-Verlag Wien 2000