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This page provides general information about the Fire Lights sub-section of the Rendering rollout of Chaos Phoenix FD.
Overview
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The Fire Lights rollout controls how the fire casts light on the other scene objects as well as on the Phoenix FD SimulatorPhoenix Simulator's own Smoke.
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When using Global Illumination (GI), the fire will illuminate everything (scene objects as well as the Simulator's own Smoke) automatically but the rendering will take longer. Turning on Create Fire Lights simulates GI by placing light sources in the bright parts of the fire, which gives similar results and renders much faster. The color and power of these lights are adjusted automatically but can be overridden. The smoke illumination caused by the Simulator's own fire can be controlled with the Self Shadowing option. If enabled, the smoke will obstruct the path of light from the fire, creating a much more realistic look but decreasing rendering performance. To gain back the rendering speed, set Self Shadowing to Grid-based and decrease the Light Grid Resolution (%) parameter to reduce the number of generated lights. |
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All Fire Lights options are ignored when rendering with V-Ray GPU. Enable Global Illumination from the V-Ray Settings if you need the Smoke and/or the scene to be illuminated by the fire. |
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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout > Fire Lights rollout |
Parameters
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Create Fire Lights | emLightsCountEnbl – When enabled, allows the fire to shine on smoke and on surrounding objects in the scene even without using Global Illumination (GI). With GI, the fire will automatically illuminate the other scene objects and the simulator's own smoke, but the rendering will take quite long. Enabling Create Fire Lights simulates GI by placing light sources in the bright parts of the fire, which produces similar results and renders much faster.
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If Create Fire Lights is enabled when rendering using GI, additional light sources will still be created by the fire at render time. You should disable Create Fire Lights if you want to let the GI naturally illuminate the scene. Using Generate GI and Receive GI options from the V-Ray Object Properties will be ignored while Create Fire Lights is enabled. |
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Light Power on Scene | emLightsPowerMult – Controls the light intensity over all scene objects except the Phoenix FD Simulator Phoenix Simulator itself.
Self Shadowing | emLightsSelfShadow – Enables self-shadowing of the smoke from the fire's light. If enabled, the smoke will obstruct the path of light from the fire, creating a much more realistic look but decreasing rendering performance. To gain back the rendering speed, set Self-Shadowing to Grid-based and decrease the Light Grid Resolution (%) parameter to reduce the number of generated lights. See the Self-Shadowing example. Anchor SelfShadowing SelfShadowing
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None – The light does not fade at all unless obstructed.
Inverse – The light intensity fades with the inverse of the distance. E.g. at a distance of 5 units, the intensity will be 1/5th of the intensity of the emitter.
Inverse Square – The light fades with the inverse square of the traveled distance. This is physically correct light propagation. For example, at a distance of 5 units, the intensity will be 1/25th of the intensity of the emitter.
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The parameters below control how many rays have to be traced in order to calculate the lighting. The larger the ray count, the better looking the result will be, but it will render more slowly. For general explanation of how light sampling works, see the V-Ray Image Sampler page. |
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Caustic Subdivs | emLightsCaustSubdivs – Sampling control for Caustic effects. Similar to GI subdivisions, but used when caustics are calculated.
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Example: Self-Shadowing
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This page provides general information about the Smoke Color sub-section of the Rendering rollout of Phoenix FD.
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Example: Grid Reduction
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