This shader is considered deprecated and will be removed in a future release. You should use the Standard Volume shader instead.

 

For more information on volume workflows refer to the Volumes page.

If you need to further edit the result of the reading of a channel, for instance to color correct it, there are the Volume Sample RGB and Volume Sample Float shaders.

The Volume Collector only works with an objects bounding box (and internally bounding sphere).

It is recommended that volume shading networks are kept as lean as possible. This is important for render times in the volume context because it is evaluated so often.

Scattering

Scattering Source

Scattering Parameter

Scattering Channel

The sampling tab has additional parameters to control how data is sampled from volume channels.

Scattering Color

Scattering Intensity

Anisotropy

 

Attenuation

Attenuation Source

Attenuation Parameter

Attenuation Channel

Attenuation Scattering

Attenuation Color

Attenuation Intensity

Attenuation Mode

 

Emission

Emission Source

Ensure that the emission attribute is driven by a VDB grid. If it is a fixed parameter value you may get artifacts.

Emission Parameter

 

Volumes can only receive indirect lighting from other emissive volumes when the Volume Ray Depth is above 0.

Emission Channel

Emission Color

Emission Intensity

 

Position Offset

Interpolation

 

 

 

Examples using the volume collector shader ('God rays' achieved using Volume Scattering).