Render Presets... – Specifies a preset from a list of available render presets which might better suit caches from various source software tools.
Mode – Specifies the technique used to visualize the grid content, which can also be considered the render mode for the effect. The first three options are volumetric in nature, while the last three are mesh-based.
Volumetric – Standard volumetric mode similar to VRayEnvironmentFog. This method is used mostly for fire and smoke. As with most volumetric shaders, it is based on the ray marching technique.
Volumetric Geometry – Used mostly to export deep images and render elements such as normals, velocity, etc. It produces the same result as Volumetric mode by using procedural geometry that contains multiple transparent layers.
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Approximate and Approximate+Shadows options for the Scattering parameter in the Smoke color window are not supported in Volumetric Geometry mode.
Volumetric Heat Haze – Produces the same result as Volumetric Geometry mode, but enables a heat haze effect to simulate the visual distortion that occurs over hot surfaces (such as pavement in a hot environment). The Heathaze parameter determines the amount of haze. The traced ray changes its direction according to the gradient specified in the Surface section. For more information, see the Heat Haze example below.
Isosurface – Used mostly for liquids. It produces a V-Ray procedural isosurface geometry using the options in the Surface section.
Mesh – The content is converted into a standard 3ds Max mesh using the Surface section options. This mode is mostly used for liquids.
Ocean Mesh – The content is converted into a mesh, and is extended with an infinite ocean surface. The ocean surface can only be generated when the liquid touches the sides and the bottom of the container. When this option is used, set the Default geometry parameter in the V-Ray System rollout to Static.
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The ocean surface can be generated only when the liquid touches the sides and the bottom of the grid, which act as a container for the liquid. The detail of the mesh extension around the simulator depends on the camera resolution - for each pixel of the viewport or the rendered image, one or several polygons are generated, depending on the Ocean Subdivisions option.
Cap Mesh – The content is converted into an open mesh representing only the water surface, suitable for connecting to a user-made ocean surface.
Inverse Cutter – Rendering will occur only outside of the render gizmo. This is not the same as a gizmo with inverted geometry because any rays that do not intersect the gizmo will be shaded as well.
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If using a Cutter Geom for a liquid pouring into a glass or otherwise contained into another refractive object, you may need to set the Mode to Isosurface. By default, the mode is set to Mesh which may produce artifacts in the rendered image.
Heat haze adds refraction at each ray-marching step through the volume. To turn on heat haze, choose Volumetric Heat Haze as the Render Mode , and set the Heathaze parameter to a value greater than 0.
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Heathaze adds refraction at each ray-marching step through the volume. This only affects the camera's view. Heat haze will not affect shadows cast through a volume.
This section controls the conversion of the grid content into geometry. When Mode is set to Mesh, Ocean Mesh, Cap Mesh or Isosurface, the Surface channel and appropriate Isosurface level must be set. The technique is based on the isosurface concept which is the 3D version of the isoline, well known from topological maps and weather forecasts.
Surface – Controls which physical channel represents the isosurface. By default it is the liquid channel, but smoke or other channels can be rendered as isosurface geometry.
Texture – The values of a custom texture will define the mesh surface.
Temperature – The Liquid/Temperature channel will define the liquid surface. Temperature is typically in the range 0-1 for Liquid simulations and 600-2000 for Fire / Smoke simulations.
Smoke – The Smoke channel will define the liquid surface. Smoke is typically in the range of 0-1 for Fire / Smoke simulations.
Speed – The Speed channel will define the liquid surface. Speed channel output has to be enabled for this to work. Speed is calculated as the length of the velocity vector for each voxel.
Fuel – The Fuel channel will define the liquid surface. Fuel channel output has to be enabled for this to work.
Texture – If the Surface channel is set to Texture, this slot specifies the texture. In Mesh, Ocean Mesh, Cap Mesh and Isosurface render modes, the selected map will completely replace the cache files that have been loaded, if any.
Invert Volume – By default, the values above the surface level are considered internal. When enabled, this option swaps the inside and outside. Note that this should be enabled for OpenVDB level sets.
Underwater glasses – Available Goggles – Available only when Mode is set to Ocean Mesh or Cap Mesh. When enabled, specific corrections are introduced when the camera is placed under the water. The correction just adds a few polygons in front of the camera, thus keeping it outside the mesh. The result is similar to the real underwater goggles, where the field of view is shrunk.
Displacement is a technique intended to add detail to the simulation during the rendering. The idea of the displacement is similar to geometry displacement, where a texture is sampled and points are shifted in a direction at a distance determined by the texture.
Enable – Enables or disables displacement.