Volume & atmosphere · 2 / 10
Beer–Lambert Law / Transmittance
通過距離と密度で光を減衰させる。
Compare in motion
Interactive model
濃くなる霧
AReference
霧の吸収なし
BBeer–Lambert Law / Transmittance100%
霧の厚さに応じて透過光が減る
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 距離と密度で透過率が減る → 遠方が暗く薄れる。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 濃くなる霧
1. Start
短い距離を光が通る
2. Change
距離と密度で透過率が減る
3. Result
遠方が暗く薄れる
How it works
1. Input
密度と通過距離
2. Process
指数関数で透過率を減らす
3. Result
奥ほど暗い光
Further reading
Unreal Engine Sky Atmosphere ↗A general reference for this subcategory.