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Overview
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This dialog controls the transparency part Transparency component of the volumetric shaderVolumetric Shader.
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The Smoke Opacity settings below will affect the rendering of Fire if the Fire Opacity Mode in the Fire roll-out is set to Use Smoke Opacity. |
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Based on | trSource – Allows you to select how the smoke opacity is computed. By default, this is set to the Simple Smoke option. It could also be based on a texture map, or read from the cache files - in that case, the corresponding grid channel must be enabled from the Output rollout roll-out before the simulation is run.
- Simple
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- smoke – Use directly
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- the Smoke channel as opacity, without remapping it through the Opacity Curve. The opacity is controlled by the Simple
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- Smoke Opacity.
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- This mode is the same as setting
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- Based on
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- to Smoke
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- and creating a straight line in the Opacity diagram from coordinates [0; 0]
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- to [1; Simple Smoke Opacity].
- Temperature – Use the temperature
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- channel and remap it through the Opacity Curve to get the rendered opacity. Can be used to produce smoke without needing the smoke channel in the simulation.
- Smoke – Use the smoke
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- channel and remap it through the Opacity Curve to get the rendered opacity.
- Speed – Use the magnitude of the velocity
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- channel and remap it through the Opacity Curve to get the rendered opacity.
- Texture – Use a texture map plugged in
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- the Texture
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- slot as opacity, without remapping it through the Opacity Curve.
- Fuel – Use the fuel channel and remap it through the Opacity Curve to get the rendered opacity.
Texture | trTexture – If the Based on parameter is set to Texture, or if Modulate is enabled, this slot specifies the texture to be used.
Modulate | trModulate – When enabled and Based on is not set to Texture, this option enables the Based on channel to be is multiplied by the texture in the Texture slot.
Reset to Defaults – Resets the settings to their default values.
Simple Smoke Opacity | trSimpleSmFactor – When the Based on parameter is set to Simple smoke, this value is used as opacity multiplier.
Minimum Visible Opacity | trSkipShLevel – If the opacity of a voxel is below this specified value, the voxel will not be shaded at all. Increase this value to speed up rendering. Decrease it if parts of the smoke are too transparent and start disappearing in the render.
Scale Opacity by Scene Units | trAlphaUnitScale – When enabled, the opacity per unit length will remain constant when changing the Grid resolution. Therefore, the larger the unit scale is, the denser the smoke will appear in renders and vice versa. This option is Off for imported Field3D and OpenVDB cache files. Note that this option also affects Fire in Use Own Opacity mode. It does not take effect if there is no loaded cache file.
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When Scale Opacity by Scene Units is disabled, Phoenix caches simulated at higher grid resolution will appear more opaque than the same simulation at a lower resolution. |
Optimize Big Volumetric Grids | trOptimizeVolumetrics – Helps render scenes with caches above 25 Million cells faster. This option requires additional grid memory during rendering, so you could disable it if you don't have enough RAM. If using Progressive rendering or there are a lot of Phoenix FD Simulators in the scene, and you want your render to start without a pre-pass, you might want to disable this option.
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This option is ignored when rendering with V-Ray GPU. |
Opacity diagram – When the Based on option is set to a grid channel, this curve remaps grid simulation data to smoke opacity. The sim data channel is laid out horizontally along the X axis in the opacity curve. The opacity is mapped vertically on the Y axis.
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You can use the following controls in the diagram: Double click – Creates a new point or changes an existing one. |
Simple Smoke Opacity | trSimpleSmFactor – When the Based on parameter is set to Simple smoke, this value is used as opacity multiplier.
Minimum Visible Opacity | trSkipShLevel – If the opacity of a voxel is below this specified value, the voxel will not be shaded at all. Increase this value to speed up rendering. Decrease it if parts of the smoke are too transparent and start disappearing in the render.
Scale Opacity by Scene Units | trAlphaUnitScale – When enabled, the opacity per unit length will remain constant when changing the Grid resolution. Therefore, the larger the unit scale is, the denser the smoke will appear in renders and vice versa. This option is Off for imported Field3D and OpenVDB cache files. Note that this option also affects Fire in Use Own Opacity mode. It does not take effect if there is no loaded cache file.
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When Scale Opacity by Scene Units is disabled, Phoenix caches simulated at higher grid resolution will appear more opaque than the same simulation at a lower resolution. |
Optimize Big Volumetric Grids | trOptimizeVolumetrics – Helps render scenes with caches above 25 Million cells faster. This option requires additional grid memory during rendering, so you could disable it if you don't have enough RAM. If using Progressive rendering or there are a lot of Phoenix FD Simulators in the scene, and you want your render to start without a pre-pass, you might want to disable this option.
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This option is ignored when rendering with V-Ray GPU using OpenCL / CUDA. |
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