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

 

For information about using the Volume Collector with the Volume VDB, click here. More information about rendering volumes can be found here.

A tutorial that shows the Ai Volume Collector in use can be found here. An example Volume scene that uses a Volume Collector shader is available here. OpenVDB volumes can be downloaded here.

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 object's 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

 

Sampling

Position Offset

Interpolation

   

 

 

 

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