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This page provides information on the Particle Shader (PHXFoam) component.
Overview
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Parameters
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General
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Cutter Geometry | useGizmo, gizmo – When enabled, only the volume inside the provided geometry is shaded. If the normals are inverted, the volume outside the geometry is shaded. Note that the Cutter Geometry will not work when Render as Geometry is enabled. Invert Cutter | invgizmo – When enabled, shading is applied outside the provided geometry. This is not the same as a Cutter with inverted geometry because any rays that do not intersect the Cutter will be shaded as well. Anchor | ParticleShaderGeometryMode | ParticleShaderGeometryMode | Render as Geometry (V-Ray) | geommode – This method may be needed when rendering using V-Ray. Produces procedural geometry that contains multiple transparent layers.
Motion Blur | moblur – Controls the motion blur effect. From Renderer – The current renderer's own motion blur setting is used. Motion Blur Mult. | velmult – Can be used to make the motion blur effect stronger or weaker. This value can also be negative and would change the motion blur direction. It would also affect the V-Ray Velocity Render Element, even if motion blur is disabled.
Scattering | scattering – Controls how the light rays are scattered inside the particle volume. Ray-traced (GI only) – Enables physically accurate scattering of light rays. This mode produces the most realistic results but it's the slowest to render. It requires V-Ray with enabled Global Illumination, otherwise the rendered result would be the same as if the option is Disabled. The Diffuse Multiplier does not affect the rendering in this mode. Volume Light Cache | lightcache – Enables light caching, which can speed up bucket rendering considerably.
Light Cache Speedup | subred – [V-Ray specific] [Valid only when Volume Light cache is enabled] Reduces the quality of the Volume Light Cache and increases the rendering speed. You can increase this and gain render speed as long as you don't start getting artifacts and excessive flickering in animation. Note that when using complex lighting with many light sources or dome lights with HDRI maps, combined with Bubbles, Cellular or Splashes mode rendering with Highlights enabled, increasing this option will cause the highlights to jitter over the surfaces of bubbles and this might cause flickering or noise in animation. Load preset – Allows you to load a preset (.tpr). Save preset – Allows you to save the current settings as a preset (.tpr file).
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Example: Mode
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Bubbles / Cellular / Splashes
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Example: Ref. Index
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The image below shows the render differences between Refractive index values of 1.2, 1.6, and 3.0. |
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Example: Glass Geometry
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Example: Mode
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Bubbles/Cellular/Splashes
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Example: Refractive Index
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The image below shows the render differences between Refractive index values of 1.2, 1.6, and 3.0. |
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Example: Glass Geometry
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Anchor Point Point
Points
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Example: Point Radius
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The image below shows the render differences between two images rendered at 960x540 vs 1920x1080. The 1080p image is scaled down to 540p to show the difference in the apparent Point Alpha and Point Radius. |
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Fog
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Example: Fog Absorption Color
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To make the Fog Mode's Absorption Color more pronounced when combined with a grey Constant 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 fog 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 Constant Color can create even more striking results. Here are some examples showing different Absorption Color and Constant Color combinations. |
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Example: Fog Absorption Color for Mist
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Example: Point Radius
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The image below shows the render differences between two images rendered at 960x540 vs 1920x1080. The 1080p image is scaled down to 540p to show the difference in the apparent Point Alpha and Point Radius. |
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Fog
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