Fog Color (map) – defines the color of the fog when it is illuminated by light sources. You can also use a texture map to drive the fog color.
Emission Color (map) – controls the fog emission (self-illumination). You can use this channel to substitute the ambient illumination inside the fog, instead of using GI.
Emission Multiplier (map) – a multiplier for the Emission parameter
Fog Distance – controls the fog density. Larger values make the fog more transparent, while smaller values make it more dense.
Fog Density (map) – a multiplier for the Fog distance channel that allows a texture to be used for the density of the fog
Opacity Mode – When enabled, the density will be treated as opacity.
Subdivision – determines the number of points inside the fog at which volumetric lighting is evaluated. Smaller values for this channel render faster, but may produce noise in the image. Higher values render longer, but with less noise. It is only used when there are no texture maps specified, in which case the volume properties are the same everywhere.
Use Height – determines whether or not the height should be taken into account.
Height – determines height value.
Solid Mode – when enabled, this will disable randomisation when sampling and take one sample at 0.5 density
Jitter – when enabled, this adds a random offset when starting sampling
Deep Output – toggles the deep image output.Note that enabling this option will force ray marching even for simple volumetrics, which can cause slower rendering.
IOR – the index of refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction.
Fade Out Mode – controls the edge fade out effect for the edges of the volume and gives a choice between Add density to falloff and Multiply by density this is controlled by the Fade Out Radius
Fade Out Radius – controls the fade out effect for the edges of the volume.
Scatter GI – when on, the fog will also scatter global illumination. Note that this can be quite slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When this option is on, the currently selected global illumination algorithm in the V-Ray settings will be used to accelerate GI inside the volume (e.g. the irradiance map, light cache, photon map or brute-force).
Scatter bounces – when Scatter GI is enabled, this controls the number of GI bounces that will be calculated inside the fog.
Simplify Textures for GI – When this option is checked V-Ray will use a simplified method for calculating the GI when rendering parts of the fog that are textured or are being faded out.
Step Size – determines the size of one step through the volume. Smaller steps produce more accurate results but are slower to render. In general, dense volumes require smaller step sizes than more transparent volumes. In practice, step sizes that are two to three times smaller than the Fog distance parameter work well.
Max Steps – specifies the maximum number of steps through the volume
Texture Samples – determines the number of texture samples for each step through the volume. This allows sampling of textures more accurately than the volumetric lighting. It is useful in cases where the textures vary much faster than the lighting itself (e.g. for detailed fractal textures)
Cutoff Threshold – controls when the raymarcher will stop traversing the volume. If the accumulated volume transparency falls below this threshold, then the volume will be considered opaque and tracing will be aborted. Higher values make the rendering faster but may introduce artifacts.
Affect Reflections – enables the tracing of reflection rays through the volumetric.
Affect Refractions – enables the tracing of refraction rays through the volumetric.
Affect Shadows – enables the tracing of shadow rays through the volumetric.
Affect GI – enables the tracing of GI rays through the volumetric
Affect Camera – enables or disables the tracing of Camera rays through the volumetric