Graphics Reference
In-Depth Information
Remember that in this case, we rendered only the inside of the object and not the surface.
Anyway, a combination of Surface and Volume is possible and can give interesting results,
as shown in the following screenshot:
Combining a Glass shader for the surface with a Volume Scatter node for the inside of the mesh
There's more...
Volumes also work in the World. In fact, the World Output node now has a Volume input
socket. By connecting a Volume Scatter or Volume Absorption node to the World Output
node, it is possible to obtain several special effects, for example, fog, mist, atmospheric
perspective, atmospheric scattering effects, and a body of water for an underwater scene.
Clearly, it's also possible to fill this environment volume with textures.
In any case, you won't usually fill the entire World with a volumetric material because the
World in Blender is considered as going to an infinite distance, and this would make the
volume calculation too heavy. It's better to use a scaled Cube, properly placed and filled
with the volume material.
To know more about volume materials, go to the last chapter of this Cookbook or to the
documentation on the wiki at http://wiki.blender.org/index.php/Doc:2.6/
Manual/Render/Cycles/Materials/Volume .
Using displacement
The last input socket of the Material Output node is Displacement. Sadly, it seems that at
the moment, its use is limited.
 
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