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UI Path: ||Select PhoenixFDSim|| > Attribute Editor > Rendering rollout > Smoke Color rollout |
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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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Volume Light Cache | difLightCache – Enables light caching for each voxel of the grid, which speeds up bucket rendering considerably when the voxel size of the grid is significantly larger than the rendering pixel. If the grid resolution is large enough compared to the rendering resolution, disabling this option will speed up rendering.
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Light Cache Speedup | difLightCacheSR – [Valid only when Volume Light Cache is enabled] The higher this option is set, the faster the rendering will be, but the lower the quality of the Volume Light Cache. You can increase this parameter and gain render speed as long as you don't start getting dark cubic grid artifacts on the smoke.
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You can use the following controls in the color gradient: Double click – Creates a new point or changes an existing one. |
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Example: Phase Function with front lighting
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The orange arrow represents a ray of light going through the volume and the possible scattering directions for the ray.
Example: Phase Function with back lighting
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The orange arrow represents a ray of light going through the volume and the possible scattering directions for the ray.
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Example: Smoke Color Based on Speed
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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. |
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