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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout > Smoke Opacity rollout |
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When there is both Smoke and Fire (diffuse and emissive) in the same voxel, you can use the Fire Opacity Mode option in the Fire sub-rollout, to determine the resulting color and alpha. If the Fire Opacity Mode is set to to Use Smoke Opacity, then the the Smoke Opacity settings below will affect the rendering of Fire. Otherwise, you can separate their opacities for additional control, using either the Fully Visible or Use Own Opacity modes in the Fire sub-rollout. |
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You can use the following controls in the Opacity Curve: Double click – Creates a new point or changes an existing one. |
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Example: Absorption Constant Color
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To make the Absorption Constant Color more pronounced when combined with a grey Smoke Color, you’ll generally need to introduce saturation for the absorption, and increase its color HSV brightness value a bit. |
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The Absorption color can affect the opacity of the smoke as well, depending on how bright or dark its color is. Brighter colors make the volume more transparent, while darker colors make it more opaque (denser). Using bright and highly saturated absorption can produce very prominent colors. Introducing color into the Smoke Color can create even more striking results. Here are some examples showing different Absorption Constant Color and Smoke Color combinations. |
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