VolumeScatterMaterialExtension
Overview
VolumeScatterMaterialExtension is an extension for the PhysicalMaterial and SpecularGlossinessMaterial nodes. For this node to have an effect, add an EnvironmentLight node.
The VolumeScatterMaterialExtension node belongs to the X_ITE component and requires at least support level 1, its default container field is extensions. It is available from X3D version 4.0 or higher.
Info: Please note that this node is still experimental, i.e. the functionality of this node may change in future versions of X_ITE.
Hierarchy
1
2
3
+ X3DNode
+ X3DMaterialExtensionNode
+ VolumeScatterMaterialExtension
Fields
| Type | Access Type | Name | Default Value |
|---|---|---|---|
| SFNode | [in, out] | metadata | NULL |
| SFFloat | [in, out] | scatterStrength | 0 |
| SFString | [in, out] | scatterStrengthTextureMapping | ”” |
| SFNode | [in, out] | scatterStrengthTexture | NULL |
| SFFloat | [in, out] | scatterAnisotropy | 0 |
| SFColor | [in, out] | multiscatterColor | 0 0 0 |
| SFString | [in, out] | multiscatterColorTextureMapping | ”” |
| SFNode | [in, out] | multiscatterColorTexture | NULL |
SFNode [in, out] metadata NULL [X3DMetadataObject]
Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.
Hint
SFFloat [in, out] scatterStrength 0 [0,1]
The strength of the scattering effect. Range is [0, 1]. At 0, scattering is disabled; at 1, scattering is fully applied.
SFString [in, out] scatterStrengthTextureMapping “”
Input/Output field scatterStrengthTextureMapping.
SFNode [in, out] scatterStrengthTexture NULL [X3DSingleTextureNode]
A texture that defines the per-texel scatter strength, stored in the alpha (A) channel. Will be multiplied by scatterStrength.
SFFloat [in, out] scatterAnisotropy 0 [-1,1]
The anisotropy of scatter events. Range is [-1, 1]. Positive values represent forward scattering; negative values represent backward scattering.
SFColor [in, out] multiscatterColor 0 0 0 [0,1]
The multi-scatter color. In volumetric mode, this is the multi-scatter albedo. In thin-walled mode, this is a surface tint applied to transmitted light.
SFString [in, out] multiscatterColorTextureMapping “”
Input/Output field multiscatterColorTextureMapping.
SFNode [in, out] multiscatterColorTexture NULL [X3DSingleTextureNode]
A texture that defines the multi-scatter color, stored in the RGB channels and encoded in sRGB. This will be multiplied by the multiscatterColor.
Example
Browser Compatibility
| Castle Game Engine | FreeWRL | X_ITE X3D Browser | X3D-Edit | X3DOM |
|---|---|---|---|---|