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VolumeScatterMaterialExtension

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

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+ X3DNode
  + X3DMaterialExtensionNode
    + VolumeScatterMaterialExtension

Fields

TypeAccess TypeNameDefault Value
SFNode[in, out]metadataNULL
SFFloat[in, out]scatterStrength0
SFString[in, out]scatterStrengthTextureMapping””
SFNode[in, out]scatterStrengthTextureNULL
SFFloat[in, out]scatterAnisotropy0
SFColor[in, out]multiscatterColor0 0 0
SFString[in, out]multiscatterColorTextureMapping””
SFNode[in, out]multiscatterColorTextureNULL

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 EngineFreeWRLX_ITE X3D BrowserX3D-EditX3DOM

See Also

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