NEW IN R21

Advanced Features ProRender Die ProRender-Nodes Volume Nodes Homogeneous Volume
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Homogeneous Volume

Preview Basic Inputs Outputs

Inputs

Density [0..999999999]

This setting defines the degree of translucency for the material. As the density increases, the transparency will decrease correspondingly and the saturation of the assigned color in the volume will increase. If larger Density values are defined, light infiltrating the material can be completely dispersed or blocked so that the Absorption or Transmission colors are no longer visible.

Type

Here you can select the type of light dispersion in the material:

Absorption

This color is availalbe if Type is set to Absorption. It represents the color of the particles in the volume throught which the infiltrating light is dispersed. The resulting color in the volume will reflect the complementary color of the Absorption and its intensity depends on the distance the light has to travel within the volume.

Transmission

This color is made available if Type is set to Transmission. It represents the color through with the light in the volume is colored. Comparable with a colored glass sphere or a colored fluid. The color selected here can turn out much weaker on thin objects and much more saturated and darker on thicker objects.

Scattering

This color defines the deflection of the light rays in the vilume and is comparable with the matte effect in a Standard material’s Transparency channel. As the brightness of the Scattering color increases, the infiltrating light rays will be deflected correspondingly more from their original trajectory and randomly dispersed. The primariy trajectory of this dispersion can be defined by the Phase value. Additionally, the dispersed light rays can be colored by the color of the Scattering color. This effect is available for both Type settings.

Emission

The brightness of the volume can be further increased using this color.

Phase [-1..1]

This value is very important because it defines the primary direction in which the light rays in the volume should be deflected and dispersed. Negative values will deflect the light rays more in the direction of the front of the object. This will make the object appear brighter. Positive values will deflect the light rays deeper and in the directon of the back side of the object. The default value of 0 will create a more balanced dispersion within the volume.

Multiscattering

Activating this option will activate the evaluation of indirect light within the volume.