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UI Text Box
typetip

UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout > Smoke Color rollout


Parameters

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Based on | difSource – Specifies the source channel that will be used to determine the smoke color. By default, a uniform simple color set by the Constant Color option is used. This could also be a texture map, or read from the cache files - in that case the corresponding grid channel must be enabled from the Output rollout before the simulation is run.

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Ray-traced (GI only) – Enables physically accurate scattering of light rays. This mode produces the most realistic results but it's the slowest to render. It requires V-Ray with enabled Global Illumination, otherwise the rendered result would be the same as if the option is DisabledThe Master Diffuse Multiplier does not affect the rendering in this mode.
Disabled – Disables scattering. The Master Diffuse Multiplier value can be used to correct the brightness because without light scattering the volume would generally render darker.
Approximate – Uses an approximate formula which is faster than Ray-Traced scattering and produces good-looking results. Brighter areas of the volume would transfer light farther than dark areas. This option is not supported by the Volumetric Geometry render mode.
Approximate+Shadows – Same as Approximate, but also affects the strength of shadows over the scene geometry. This option is not supported by the Volumetric Geometry render mode.

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External Scatter MultdifExtLightsBoost – [Valid only when Scattering is set to Approximate  or  Approximate+Shadows] This multiplier determines how far the light from all external light sources travels through the volumetric. Both Scatter Boost parameters don't alter the visual density of the smoke to the camera, and only apply to the illumination.

Master Diffuse Multiplier difMult – A general multiplier for the diffuse color. It is ignored when the Scattering mode is set to Ray-traced (GI only).

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