![]() 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. Step 4: 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. Step 2: TintĪ global tint for all volumetric lighting effects (this doesn’t include global fog) Step 3: Scatteringĭefines how strong the volumetric lighting effect should be. You can find this option in the Basic tab or just use the green checkmark icon to the right of the Redshift Environment in the Object Manager. Toggles the volumetric scattering effect (fog and volumetric lighting) on/off. We will go through 5 general setting steps in turn as follows: Step 1: Enable
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