This material provides a fast and efficient way to turn a normal surface geometry into a fog volume. For speed, it assumes the interior of the object has constant density and color.
The geometry must be a closed, manifold, watertight surface.
This only works with raytraced rendering, not with micropolygon renders.
This is the color of the fog. It is constant throughout the object and cannot be varied.
The overall density of the smoke. Higher values are more opaque smoke that reflects light faster.
This is the same as Cloud Density but is used in the shadow pass. This controls how much light the smoke will block.
Controls how isotropic the bouncing of light from the fog is. 1 results in forward scattering, -1 in backscattering, and 0 is an equal isotropic scattering. This only has an effect in PBR renders.
If this checkbox is on, the smoke tests for light visibility. Enabling shadows also enables self-shadowing.
If PBR is used, shadows are always present so this has no effect.
For performance reasons, it is recommended to use Shadow Maps for shadowed smoke.