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The Particle Shader component is intended to shade particles, such as Splash, Mist and Foam.

It has been optimized to render very fast in comparison to a traditional material shader, while still being capable of achieving a large variety of different effects, such as sparks, embers, sand, or even thin cigarette smoke.

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Typically, the Particle Shader is used to shade particles exported by the Phoenix Simulator, but it can also shade non-Phoenix particle systems, such as nParticles in Maya.

Simply create a Particle Shader node, and add a Particle Group, such as Mist particles, to the Particle Shader's Particle Set. The Particle Shader will then shade the Particle Group, using the cache data from the sim. Since the Particle Shader is a separate node, you can use multiple Particle Shaders with different settings, in order to shade multiple particle systems within the same simulation.

The Particle Shader also provides several different shading modes for more sophisticated control, enabling you to quickly achieve a large variety of different effects for different scenarios. It can draw particles as Points, a variety of different Bubbles, or even voxelize particles into a grid using the Fog mode.

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These Particle Shader modes are designed with specific particle types in mind; for example, the Splashes mode is typically used to shade Splash particles.

However, Phoenix also offers the flexibility to use any mode to shade any particle type, so that you can create fine-tuned appearances for different particle types when rendering.

Note that there are three different bubble-style modes available that are intended for different scenarios: BubblesCellular, and Splashes. When rendering Foam particles, you can use the Particle Shader's Cellular mode to render polyhedron-like cells, that look very similar to real foam. This makes it possible to shade foam that is close-up to the camera, and have it look convincing.

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For a list of supported Render Elements, please check the V-Ray Render Elements Support page.

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Particles rendered with the Particle Shader need external light to become visible.

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titleUI Path: ||Phoenix FG Menu|| > Create > Particle Shader

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Particle Systems Parameters

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ModeExample

 

Example: Mode

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Mode: Bubbles (close-up)

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Mode: Cellular (close-up)

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Mode: Splashes (close-up)

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Mode: Bubbles/Cellular

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Mode: Splashes

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Mode: Point

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Liquid Simulator

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Use Liquid SimulatoruseLiq – Changes the shading of the bubbles under the water. Currently, only Phoenix Simulators can be set as the Liquid Simulator.

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Disable Liquid Shadows | noLiqShadows – When enabled, the fog color of any mesh surrounding underwater particles will not contribute to their lighting. The particles will still be tinted by the fog color when looked at from the camera, but the shadows they receive will be bright and unaffected by the fog color of the liquid mesh.

Flatten At Use Ocean BordersBorder Fade | flatatoceanbord - When enabled, in Ocean Mesh mode, particle height will fade towards the ocean level like the ocean vertices do.

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Note that the viewport preview does not reflect the Flatten At Use Ocean BordersBorder Fade option currently.

 

Render Cutter

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Disable – Disables generating the render element.
Phoenix Element – The particle age will be written to a new "PhoenixFD_age" render element. Note that this will not work if Mode is set to Fog.

 

Bubbles

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|Cellular

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|Splashes

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This rollout is accessible when Mode is set to BubblesCellular, or Splashes.

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This rollout is accessible when Mode is set to Fog.

 

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Decreasing Fog Voxel Size by 2x will increase memory usage by 8x.

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Render Step (%) | fogStep – Ray marching step as % of the cell size. Smaller step gives better quality and longer render times.

Absorption ColorfogAbsorptionColor – Controls the color of the volumetric shadows and the tint for the objects seen through the volume. Brighter colors make the volume more transparent, while darker colors make it more opaque (denser).