Enabled – Enables or disables the Environment Fog. Material Tag – Specifies a custom UV mapping for the displacement taken from the material currently attached in the field. If the field is empty, V-Ray uses the default or the UV mapping from the currently applied material to the object. Fog Color – Defines the color of the fog when light sources illuminate it. You can also use a texture map to drive the fog color. Phase Function – Controls how the light scatters inside the fog. The default value of 0.0 scatters the light uniformly in all directions. Positive values make the light scatter mostly forward. Negative values result in light scattering backward. Phase Function values very close to 1.0 or -1.0 are not recommended as they produce very directional scattering. See the example. Fog Distance – Controls the fog density in centimeters, i.e., the distance that light travels inside the fog. Larger values make the fog more transparent, while smaller values make it more dense. Height – If the fog is not contained within a volume, it is assumed to start from a certain Y-level height and continue downward indefinitely. This parameter determines the starting point along the Y-axis. Note the units are centimeters. Fog Density – A multiplier for the Fog Distance parameter that allows a texture to be used for the density of the fog. Emission Color – Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog instead of using GI. Emission Multiplier – Multiplies the Emission Color parameter. Fog Transparency – Controls the transparency of the fog volume at a thickness given by the Fog Distance parameter. Brighter colors make the fog more transparent. IOR – Index of Refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction. Deep Output – Toggles writing deep data to the file. Note that enabling this option forces ray marching even for simple volumetrics, which can cause slower rendering. |