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Self-shadowing = Grid-based, Light Resolution (%) = 1
render time = 40 secs

 

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Self-shadowing = Grid-based, Light Resolution (%) = 10
render time = 58 secs

 

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Self-shadowing = Grid-based, Light Resolution (%) = 100 (no reduction at all)
render time = 6:39 mins

 

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idFireSmoke_Fire_FireOpacityMode

Fire Opacity Mode | fire_opacity_mode – While smoke has its own opacity in the Smoke Opacity rolloutroll-out, fire's opacity can be determined in either of three ways:

Use Smoke Opacity – Fire will use the same opacity that is set to the smoke in the Smoke opacity rolloutroll-out. This means the fire will not be visible in cells where there is no opacitysmoke.
Fully Visible – Fire will always render as if it has full opacity, but will not produce alpha. This way fire will be visible even in cells that have no opacity. This mode is intended for use with Phoenix simulations, such as simulations with sources that emit Temperature but do not emit Smoke. During rendering, Phoenix internally composes the fire with the scene using additive blending, and such blending must be used when compositing fire manually. However, this mode is not suitable for compositing fire mixed with smoke.
Use Own Opacity – Custom varying opacity for the fire using the Opacity diagram .

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Fire Multiplier | emult – General multiplier for the fire color's intensity.

Opacity Multiplier | etmult – Multiplier for the fire's own opacity. Visible only when the Fire Opacity Mode is set to Use Own Opacity.

and/or using a texture.

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BlackBody
 Physically Based | blackbody  – Transitions between an artistic look of the fire (when set to 0) and a realistic physically-based Intensity (when set to 1). The realistic mode multiplies the fire intensity by the the Black Body Radiation model model, which gives strong brightness to the hot parts of the fire. See the the Physically Based example.

Opacity Texture Mode | mod_et –  Visible only when the Fire Opacity Mode is set to Use Own Opacity.

Don't Use Opacity Texture – The Fire Opacity will be based entirely on the Intensity/Opacity Curve below.
Multiply Opacity By Texture – The Intensity/Opacity Curve will be multiplied by the specified texture to produce the final Fire Opacity.
Fire Opacity From Texture – The Fire Opacity will be based entirely on the specified texture - the Intensity/Opacity Curve below will be ignored.

Opacity Texture | ettxt – If Opacity Texture Mode is set to Multiply Opacity By Texture or Fire Opacity From Texture, this slot specifies the texture used to modulate the Fire Opacity.

 

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idFireSmoke_Fire_FireMultiplier

Fire Multiplier | emult – General multiplier for the fire color's intensity.

Opacity Multiplier | etmult – Multiplier for the fire's own opacity. Visible only when the Fire Opacity Mode is set to Use Own Opacity.

Color Gradient and Intensity/Opacity Curve

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Example: Physically Based


 

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The Physically Based parameter can alter the apparent brightness of the fire to dial in a specific look for the fire. This example illustrates transitioning from a darker artistic look (0) to a photorealistic look (1).

Here are the settings used for the following renders:

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Physically Based = 0

 

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Physically Based = 0.1

 

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