This page provides information on the Phoenix Data Node in V-Ray for Blender.

 

Overview


 

UI Path


 

||Node Editor|| > Add > Effects > Phoenix Data

 

Node


Domain

Node transform The transformation matrix for the instance that uses the simulator.

Stex

Displ0

Displ1

Displ2

Lightlinks

Emission

Diffuse

Transparency

Vtex

Gimzo

Gimzo Transform

Channels

Channels Raw

Channels Diffuse

Channels Specular

 

 

Parameters


Al Cmult

Al Csubdivs

Al Decay

Enable Lighting

Al Placing

Reduced Grid

Inside Simple

Simple

Al Sampling

DMC

Simple

Al Subdivs

Bias

Blackbody Implicitly multiply the emissive diagram with a black body exponent.

Bounces

Camera Visibility

Caust Mult

Cell Aspect

Content Time – Force using an externally set content time.

Coord Method

Darg

RGB

Color

Texture

Fuel

V

Sim

T

Disabled

Darksky Mesh skyline darkeningstand

Dcolor

Dcolor Offset

DcolorScale

Difmul

Displ2D

Enable Dispacement

Displmul

Earg

Fuel

Texture

V

Sim

T

Disabled

Ecolor

Ecolor Offset

Ecolor Scale

Emult

Enabled

Etmult

Fire Opacity Mode – If enabled, the emission is multiplied by a constant alpha factor.

Frame Duration Overrides the frame duration in the cache.

Gamma Mult Gamma multiplier for the render output of Phoenix.

Gen Gi Mult

Generate caustics

Generate GI

Geommode

Gi Visibility

Gridreduct

Heathaze

Hhfactor

Invgizmo

Jittering

Left Handed Coord

Use Light Cache – If enabled, a light cache will be used for diffuse lighting.

Lightcachesr

Lights

Lightcut

Lightmult

Lightsmultself

Material Id

Mbself

Mbsmooth Number of gaussian passes to smooth out the motion blur.

Mesher If enabled, uses mesher to generate runtime vray static mesh.

Meshsubdiv Mesh skyline subdivisions.

Modulate with Texture

Modulate with Texture

Modulate with Texture

Mod V

No Alpha E

Normalized Postions – If enabled, ecolor, dcolor, and transp positions are normalized between offset and scale.

Noscatter

Analytic + Shadows

Analytic

Disabled

Enabled

Ocean – When enabled, generates 'ocean' geometry outisde the simulator.

Oceanlevel Mesh 'ocean' level.

PersistLights

Play Speed

Pmbounces

Pmprimary – Enables the particle mode of the primary rays.

Radmult

Rec Gi Mult

Receive Caustics

Receive GI

Reflections Visibility

Refractions Visibility

Render – Disable to disable rendering. The data is still loaded and Phoenix textures and emissive lights will still work.

Rendshadstep

Rendsolid

Rendstep

Sampler

Spherical

Linear

Trunc

Sarg

Fuel

V

Sim

T

Texture

Self Illum Map Min Pow

Selfshadow – If set to 1, the emission lights cast raytraced shadows to the volume. If set to 2, a grid map is used to determine the illumination.

Shad Strength The strength of the shadow.

Shadow Opacity

Shadows Visibility

Simple Color

Skiptransp

Smoketransp

Smoothmesh Mesh smoothing iterations.

Softb

Invert Volume

Stoptransp

Surflevel

Targ

Fuel

Texture

V

Sim

T

Smoke

Tmult

Transfext

Transfown

Transp

Transp Offset

Transp Power

Transp Scale

Transmode

Unit Scale The scaling between the simulation and the scene units.

Use Progressive Use progressive rendering, instead of single sample.

Usebias

Usegimzo

Varg

Normal Velocity

Texture

Velocities Specifies the velocities in distance per frame.

Velocities From Uvw Creates velocity channel from uvw movement.

Velocity Mult Velocity multiplier for the volume renderer.

Volnorm

Volzdepth

Wind From Movement

Wrapx

Wrapy

Wrapz