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Phase Function  | phase_function – Controls the direction in which the light will scatter inside the volume. Negative values correspond to backward scattering, which mimics a volume made up of solid particles and will produce denser and more detailed looks. Negative values are more suitable for smoke or dust effects. Positive values correspond to forward scattering, which mimics a volume made up of water droplets where light will scatter more. Positive values are suitable for highly scattering volumes such as clouds. The default value of 0 will scatter the light in all directions and create an even and diffuse look. For more information, see the Phase Function example below.

Note that values very close to 1.0 or -1.0 will produce very directional scattering that will be invisible from most angles, so such values are not recommended. When rendering with a Phase Function different than 0 and Volume Light Cache is enabled the rendered result will be brighter. The Phase Function is ignored when the scattering is set to Approximate or Approximate+Shadows.

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UI Text Box
typetip

You can use the following controls in the color gradient:

Double click – Creates a new point or changes an existing one.
Left button drag over a point
– Moves the point. If several points were selected beforehand, they will move the same amount.
Left button drag over several points
– Selects several points.
Middle button drag over the background
– Drags the visible area.
Mouse wheel
– Zooms in/out.
Right-click
– Displays a drop-down menu where you can add a point, edit or delete a selected point, and fit the entire gradient into the view. If multiple points are selected, they can be edited simultaneously.

Anchor
PhaseFunction
PhaseFunction

Example: Phase Function


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Section
Column
width25%
 
Column
width50%
Image slider
startIndex1
Panel
borderStylenone

Image Added

Phase Function = -0.5

Panel
borderStylenone

Image Added

Phase Function = 0

Panel
borderStylenone

Image Added

Phase Function = 0.5

Column
width25%

 

 

 

Section

Anchor
smokeColorBySpeed
smokeColorBySpeed

Example: Smoke Color Based on Speed


UI Text Box
typetip

The Smoke Color can be based on any channel present in the cache files. The Speed channel can be used to drive the color of the smoke. It is automatically generated by Phoenix based on the Velocity Grid Channel. In this example, the slowly moving smoke is blue while the fast moving smoke is red to yellow.


Videoautoplayloop
0SmokeColorBasedOnSpeed720p.mp4
1720
2100%
3true
4false
5true