Graphic PIZiadas

Graphic PIZiadas

My world is in..

Volume Shaders : Volume absorption [ Blender ][ Cycles ]

volume_absorption_emisionCycles nodes that model incorporating light passing through the objects interacting with them. One of these models is called shader calculation “Volume absortion”, it is especially suitable for working with transparent objects (used in combination with the shader “Glass” inter alia) o simular humo y nubes.

Such shaders may be used for the global space of the scene, decreasing with distance illumination, or objects independently as discussed below.

Volume absorption works, as the name says, absorbing the light which passes through a given volume.

Volume Absorption will absorb part of the light as it passes through the volume. This can be used to shade for example black smoke or colored glass objects, or mixed with the volume scatter node. This node is somewhat similar to the transparent BSDF node, it blocks part of the light and lets other light pass straight through. (Wiki Blender)

We can see in the picture below how the material is configured to run a test render. The color of the object defined in the node “Glass” (Red) while node “Volume absorption” uses a white color to add to the effect that the purpose of incorporating the right channel volume rendering.

volumeAbsorption

The result can be seen in the following image in which the object is left only a shader “Glass” (transparent) while the right adds a “Volume Shader” in channel volume Object, saturating the color of it.

volumeAbsorptionGlassOnVolumen

Changing the color of the object (white giving a transparent object left) and the spectrum of light absorbed (red hue provide the shader object that incorporates this right), obtain an interesting shade next to many liquids.

volumeAbsorption_red

The result in this case is distinctly different.

volumeAbsorptionGlassOnVolumenAbRed

Usamos a negative value for the density of absorption, the object will emissive, Further bringing light to the color chosen for the absorption. If we use a mixture of green and blue for the absorption, the result is emitted red (complementary).

volumeAbsortion_Negative

With this configuration we shader therefore an environment bathed in the light emitted by the object that adds volumetric shader negative density.

volumeAbsorptionGlassOnVolumenAbRed_emit

Blender

Cycles Tutorial

Related Posts

  • Volume absorption [ Blender ][ Wallpaper ]Volume absorption [ Blender ][ Wallpaper ] Incorporates Blender Cycles render volumetric imaging allowing increasingly realistic. Although the shader is in constant development, the degree of maturity that has largely simulates the behavior of light in different areas. Junto a las […]
  • Cycles : Shaders : Glossy [ Blender ]Cycles : Shaders : Glossy [ Blender ] The lighting of a scene primarily used diffusion and reflection effects. We have seen the basic shader using Cycles, called "diffuse", which is based on the model of Lambert or Oren-Nayar, based on the value that is used for the parameter "Roughness" ( 0 = […]
  • Cycles : Shaders : Mix [ Blender ]Cycles : Shaders : Mix [ Blender ] In addition to the basic set of "shaders" incorporating "Blender" in "Cycles", There is a special element that can combine two of them: "Mix Shader". The definition of a material, normally, will be conducted using two or more shaders on the same object. La principal dificultad […]
  • Cycles : Shaders : Glass [ Blender ]Cycles : Shaders : Glass [ Blender ] Another "shaders" incorporating "Cycles" one Blender es "Glass". Simulate glass and crystals, and other transparent surfaces, The crystal is a medium that allows the passage of light (translucent) modifying its trajectory. También refleja la luz creando efectos […]
  • Lights and Shadows : Lamps [ Cycles ]Lights and Shadows : Lamps [ Cycles ] Lighting in Cycles is one of the aspects that differ with respect to the classical shading based on raytracing or raycast. Point lights, contributing harsh shadows reducing the realism of the images, han dado paso a un modelo que se aproxima al comportmiento de […]
  • Index of refractionIndex of refraction By introducing transparent materials have been different parameters that characterize. In "Cycles" have named a shader "Glass" to simulate the behavior of translucent objects where the light changes direction through them. The […]