Volumetric Shading

This is a very first test done with our new lsVolumetric raymarch shader for Mental Ray. The buddha object has no surface shader. The shading effect comes purely from volume density and enhanced shadow computation. The volume’s density and color is mapped with our lsCrumple3D shader.

Render times are quite moderate even at high quality raymarch and shadow settings. A single frame renders about 1.5 to 3 minutes on a 2.4GHz quad core PC, at 800×600 and two lightsources casting raytrace shadows.