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0.8.4:volumerendering [2022/06/16 13:41] – [Lighting] admin0.8.4:volumerendering [2022/06/16 13:46] – [Lighting] admin
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 |Gamut|Texture used for mapping the 3D value during Raytracing| |Gamut|Texture used for mapping the 3D value during Raytracing|
 |GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply| |GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply|
-|GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0)|+|GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0). Use this value for shifting inside of the gamut texture. | 
 +|GamutIntensity|Defines how intense coloring is.| 
 +|GamutAlphaIntensity|Defines how intense alpha channel coloring is.|
  
 {{youtube>cmgTMz4PDAc?large}} {{youtube>cmgTMz4PDAc?large}}
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 Since v0.8.4.2314 lighting and iso surface detection is also supported. Since v0.8.4.2314 lighting and iso surface detection is also supported.
  
-Iso surface detection tries to evaluate a surface during raytracing+To activate lighting for a volumetric mesh, please use: 
 +<file pascal> 
 +GorillaVolumetricMesh1.UseLighting := true; 
 +</file> 
 + 
 +After it was activated, the implemented functions try to detect a surface from the given 3D data. 
 +This is called IsoSurface detection.
  
 Because this method always depends on the data, you can control this detection by **IsoSurfaceLimit** property. Because this method always depends on the data, you can control this detection by **IsoSurfaceLimit** property.
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 __Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, //RoughnessBias// and //MetallicBias// properties. __Notice:__ For PBR (physically based rendering) it does not need any PBR texture, instead it will use the //AOBias//, //RoughnessBias// and //MetallicBias// properties.
  
 +
 +{{youtube>zMfiPLPDcq0?large}}
  
 ===== Filtering and MipMaps ===== ===== Filtering and MipMaps =====