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This roll-out controls the Diffuse color of the Volumetric Shader. The Smoke Color can be a uniform color, a mixture of colors dragged by the simulation (RGB), a function of any physical channel, or sampled from a texture. It is also affected by lights and shadows cast by objects in the scene.
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The diffuse color needs external light to become visible if GI is enabled in the V-Ray Render Settings in Cinema 4D. |
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Scattering – Controls how the light rays are scattered inside the volume.
Ray-traced (GI only)
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– Enables physically accurate scattering of light rays.
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This mode produces the most realistic results but
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is the slowest to render. It requires V-Ray with enabled Global Illumination; otherwise,
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the rendered result would be the same as if the option
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is Disabled. The Master Multiplier does not affect the rendering in this mode.
Disabled – Disables scattering. The Master Multiplier
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value can be used to correct the brightness because, without light scattering, the
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volume would generally render darker.
Approximate
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– Uses an approximate formula
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that is faster than Ray-Traced scattering and produces good-looking results. Brighter areas of the volume would transfer light farther than dark areas. This option is not supported by the Volumetric Geometry render mode in the Rendering tab.
Approximate+Shadows – Same as Approximate, but also affects the strength of shadows over the scene geometry. Approximate+Shadows is not supported by the Volumetric Geometry render mode in the Rendering tab.
Phase Function – Controls the direction in which the light scatters inside the volume. Negative values correspond to backward scattering, which mimics a volume made up of solid particles and produces 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 scatters more. Positive values are suitable for highly scattering volumes such as clouds. The default value of 0 scatters the light in all directions and creates an even and diffuse look. See the Phase Function examples for a visual representation.
Note that values very close to 1.0 or -1.0 produce very directional scattering that is 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 is brighter. The Phase function is ignored when the scattering is set to Approximate or Approximate+Shadows.
Optimize Anisotropic Scattering – When enabled, it can greatly reduce the render times for highly scattering volumes such as clouds. Due to certain assumptions made for the optimizations, the optimized render result might produce different results than the exact brute-force anisotropic scattering. The option is ignored when the scattering is set to Approximate or Approximate+Shadows.
Scatter Depth – Specifies the maximum depth of the GI rays.
Volume Light Cache – 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 speeds up rendering.
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Light Cache Speedup – 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 volumetric 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.
Own Light Scatter Mult – Valid only when Scattering is set to Approximate or Approximate+Shadows. This multiplier determines how far the light travels through the volumetric
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based on the distance from the emissive light itself.
External Scatter Mult – Valid only when Scattering is set to Approximate or Approximate+Shadows. This multiplier determines how far the light from all external light sources travels through the volumetric. Both Scatter Boost parameters don't alter the visual density of the smoke to the camera and only apply to the illumination.
Master Multiplier – A general multiplier for the diffuse color. It is ignored when the Scattering mode is set to Ray-traced (GI only).
Shadow Strength – A multiplier for the opacity of the shadow that the volumetric casts on other objects.
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Example: Smoke Color Based on Speed
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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.
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Example: Phase Function with Backlighting
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The orange arrow represents a ray of light going through the volume and the possible scattering directions for the ray.
Smoke Color Gradient
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