{"id":3945,"date":"2020-07-10T08:30:16","date_gmt":"2020-07-10T08:30:16","guid":{"rendered":"https:\/\/bssrdf.com\/?post_type=manual_documentation&#038;p=3945"},"modified":"2022-02-10T10:11:16","modified_gmt":"2022-02-10T09:11:16","slug":"scattering-medium","status":"publish","type":"manual_documentation","link":"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/","title":{"rendered":"Scattering Medium"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_83 ez-toc-wrap-right counter-hierarchy ez-toc-counter ez-toc-custom ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">On this page<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a309e74ba1b8\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #ffffff;color:#ffffff\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #ffffff;color:#ffffff\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a309e74ba1b8\" checked aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Applying_Scattering_Medium\" >Applying Scattering Medium<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Adjusting_Scattering_medium\" >Adjusting Scattering medium<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Properties\" >Properties<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Advanced\" >Advanced<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Textures\" >Textures<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Labels\" >Labels<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/#Quick_Tip\" >Quick Tip<\/a><\/li><\/ul><\/nav><\/div>\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:33.33%\">\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"800\" height=\"800\" src=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example.jpg\" alt=\"\" class=\"wp-image-3946\" srcset=\"https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example.jpg 800w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example-300x300.jpg 300w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example-150x150.jpg 150w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example-768x768.jpg 768w, https:\/\/manual.keyshot.com\/keyshot11\/wp-content\/uploads\/sites\/6\/2020\/07\/scattering_example-600x600.jpg 600w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><figcaption><em>Scattering medium with a Volume map applied to the Density texture.<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:66.66%\">\n<p>With scattering medium you can simulate particle scattering to create such effects as fog or smoke or volumetric lighting such as visualizing beams or rays of light.<\/p>\n<\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ScatteringMedium-ApplyingScatteringMedium\"><span class=\"ez-toc-section\" id=\"Applying_Scattering_Medium\"><\/span>Applying Scattering Medium<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>In the&nbsp;<em>Project<\/em>&nbsp;window &gt; <em>Material<\/em>&nbsp;tab, select&nbsp;<em>Scattering Medium<\/em>&nbsp;from the&nbsp;<em>Type<\/em>&nbsp;dropdown menu. Textures can be assigned to the&nbsp;<em>Density Texture<\/em>&nbsp;in the Textures tab. OpenVDB files can be loaded by selecting&nbsp;<em>Volume Map<\/em>&nbsp;from the&nbsp;<em>Texture<\/em>&nbsp;dropdown or via the Material Graph and applying it to&nbsp;<em>Density Texture<\/em>&nbsp;on the Scattering Medium material node.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ScatteringMedium-AdjustingScatteringmedium\"><span class=\"ez-toc-section\" id=\"Adjusting_Scattering_medium\"><\/span>Adjusting Scattering medium<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"ScatteringMedium-Properties\"><span class=\"ez-toc-section\" id=\"Properties\"><\/span>Properties<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<div class=\"wp-block-group\"><div class=\"wp-block-group__inner-container is-layout-flow wp-block-group-is-layout-flow\">\n<p><strong>Transmission<br><\/strong>This option controls the overall color of this material type. When light enters the surface it will take on the color set here. The amount of color that you see in this material is highly dependent on the color density setting as well. If you have set a color in the transmission, but it looks too faint, skip down to the color density section.<\/p>\n\n\n\n<p><strong>Transparency Distance<\/strong><br>This slider controls the depth of the color selected in the&nbsp;<em>Transmission<\/em>&nbsp;setting, depending on the thickness of the part to which the material is applied. Use&nbsp;<em>Transparency Distance<\/em>&nbsp;to make the&nbsp;<em>Transmission<\/em>&nbsp;color more or less saturated and prominent. A lower setting will show the color more in thin areas of the model, and a high setting will make the color faint in the thin areas.<\/p>\n\n\n\n<p><strong>Density<br><\/strong>Determines how close the particles are &#8211; High Density values will make the scattering medium seem more solid, where a low density value will make it appear more hazy, because the medium gets more thinned out.<\/p>\n\n\n\n<p><strong>Multiple Scattering<br><\/strong>When checked the rays will bounce multiple times inside the geometry. This will create a more physically correct representation of the material, but it affects the processing time.<\/p>\n<\/div><\/div>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"ScatteringMedium-Advanced\"><span class=\"ez-toc-section\" id=\"Advanced\"><\/span>Advanced<span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p><strong>Albedo<br><\/strong>Albedo is the color of the light scattered by small particles inside the scattering medium. Note, that in media with&nbsp;<em>Multiple Scattering<\/em>&nbsp;the color of the medium may be the inverse of the albedo color, since the scattering process can prevent light from reaching the observer as it travels through the medium.<\/p>\n\n\n\n<p><strong>Scattering Directionality<br><\/strong>Controls how the light is scattered. A value of 0 is uniform scattering, a negative value will scatter light backwards, a positive value with scatter light forwards.<\/p>\n\n\n\n<p><strong>Samples<br><\/strong>A low samples setting (8 or lower) will tend to make the surface look more noisy, which will give a more imperfect and rough look. As you increase the value, the noise will even out more and provide a more evenly distributed roughness.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ScatteringMedium-Textures\"><span class=\"ez-toc-section\" id=\"Textures\"><\/span>Textures<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p><strong>Density Texture<br><\/strong>The density texture will act as a sort of mask on the material &#8211; where the texture is black, no particles will be shown and the amount of particles will increase where the texture is lighter. To use VDB filed on the density texture, add a&nbsp;<a href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/textures\/texture-types\/3d-textures\/volume-map\/\" data-type=\"manual_documentation\" data-id=\"5271\">Volume Map.<\/a><\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"ScatteringMedium-Labels\"><span class=\"ez-toc-section\" id=\"Labels\"><\/span>Labels<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>With labels you can add another material onto the surface of the scattering medium. Control the label with the 4 primary&nbsp;<a href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/textures\/map-types\/\" data-type=\"manual_documentation\" data-id=\"5289\">Map Types<\/a>&nbsp;&#8211; Diffuse, Specular, Bump and Opacity. &#8211; just make sure to add an opacity map when using a label &#8211; otherwise you won&#8217;t be able to see the scattering medium.<\/p>\n\n\n\n<div class=\"wp-block-genesis-blocks-gb-columns gb-layout-columns-1 one-column\"><div class=\"gb-layout-column-wrap gb-block-layout-column-gap-2 gb-is-responsive-column\">\n<div class=\"wp-block-genesis-blocks-gb-column warning-box gb-block-layout-column\"><div class=\"gb-block-layout-column-inner\">\n<h6 class=\"wp-block-heading\" id=\"volume-caustics\">Volume Caustics<\/h6>\n\n\n\n<p>CPU: Caustics work inherently with volumes (e.g. scattering media), however, caustics will only be applied to light sources outside the volume and this is only supported with&nbsp;interior mode.<\/p>\n\n\n\n<p>GPU: Volume Caustics are not supported in GPU mode.<\/p>\n<\/div><\/div>\n<\/div><\/div>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"quick-tip\"><span class=\"ez-toc-section\" id=\"Quick_Tip\"><\/span>Quick Tip<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"KeyShot 8 Quick Tip: Scattering\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/1WBX8G-fW5Y?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n","protected":false},"author":29916,"featured_media":0,"parent":4658,"menu_order":21,"template":"","manualdocumentationcategory":[13],"manual_doc_tag":[],"class_list":["post-3945","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-keyshot"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Scattering Medium - KeyShot 11 Manual<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/manual.keyshot.com\/keyshot11\/manual\/materials\/material-types\/advanced-material\/scattering-medium\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Scattering Medium - KeyShot 11 Manual\" \/>\n<meta property=\"og:description\" content=\"With scattering medium you can simulate particle scattering to create such effects as fog or smoke or volumetric lighting such as visualizing beams or rays of light. 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