Render Properties - Volumetrics

Last modified: 10 March 2025
Render_Properties-volumetrics.png

This is the tab to use for volumetrics, both new style and legacy HyperVoxels. The original fog settings are here too. The settings are as follows:

  • Enable Volumetrics - Global switch for all scene volumetrics

  • Volumetric - This drop down contains any third party volumetric solutions

  • Indirect Sampling - When this is enabled, Global Illumination (Indirect Lighting) will contribute to Volumetric shading

  • Indirect Samples - (Default 16) The quantity of samples to use for indirect sampling

  • Unseen by Camera - Hides all volumetrics in a scene (fog is not affected)

  • Use Legacy Volumetrics - If you would like to use the HyperVoxels that have come with LightWave in previous versions you will need to check this. You cannot mix old-style and new volumetrics in the same scene

Volumetric-IS.png
Volumetric-no_IS.png
This cube HyperVoxel primitive has a non-pyroclastic texture to deform it and the Scattering color is light blue with a Scale of 400. The scene is lit by a direct light and GI taken from the gradient backdrop. The HyperVoxel on the left has Indirect Sampling on and the backdrop is contributing to lighting parts of the cube that are not illuminated by the direct light. The HV on the right has no Indirect Sampling and the tendrils around the edges aren't receiving direct light. The scene is in the content (Volumetric_Indirect_Sampling)