Volume Sample RGB - Arnold User Guide
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The Volume Sample RGB shader will sample a volume channel of the new volume API. It should be connected to one of the components of the Standard Volume shader if you need to further edit the result of the reading of a channel, for instance to color correct it, etc.
Info: Both the Volume Sample Float and Volume Sample RGB shaders share the same sampling controls, the only difference being the type of the output, RGB or float.
These parameters are not texturable due to performance reasons.
- Channel
- Position Offset
- Interpolation
- Adjustment Attributes
- Gamma
- Hue Shift
- Saturation
- Contrast
- Contrast Pivot
- Exposure
- Multiply
- Add
Channel
When not empty, this channel will be used to sample the scattering values for the volume instead of the scattering parameter.
Position Offset
An object space offset to apply to the volume sampling position when using named channels to fetch the volume data. This is useful to displace the volume data.
You will need to connect a noise texture to the position offset to see any result.
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-10 | -5 | 5 |
Interpolation
The voxel interpolation to use when sampling the volume data using named channels.
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tricubic | trilinear (default) | closest |
Adjustment Attributes
Gamma
Apply a gamma correction to the color.
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0.5 | 1 (default) | 3 |
Hue Shift
Rotate the color hue, a value of 1 means a full rotation.
Saturation
Scale the saturation by this factor.
Contrast
Scale values around the Contrast Pivot.
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1 (default) | 1.5 | 3 |
Contrast Pivot
The origin of the contrast scaling. The default is 0.18, the average perceptual mid-gray.
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0.18 (default) | 0.5 | 1 |
contrast: 3
Exposure
Multiplies the color using an exposure stop value, where a stop of 1 doubles the luminosity.
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5 | 0 (default) | -5 |
Multiply
Multiply the color by this factor.
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0.1 | 1 (default) | 5 |
Add
Add this value to the color.
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-0.1 | -0.2 | -0.5 |