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This page provides information on the Particle Shader component.


Overview

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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. However, it can also shade non-Phoenix particle systems, in order to render particles from 3ds Max’s Particle Flow, tyFlow, and Thinking Particles.

Simply create a Particle Shader node, add a Phoenix particle system by picking the Phoenix Simulator (or any other external particle system that you wish to render), and the Particle Shader will shade it 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: Bubbles, Cellular, and Splashes. Bubbles and Splashes are typically used for shading Foam and Splash particles respectively. Meanwhile, the Cellular mode renders polyhedron-like cells, that look very similar to real foam. Consequently, this mode can be used to shade Foam particles that are close-up to the camera, and have the results look convincing.

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Note that the Points mode shades particles as flat discs, and it renders faster than the Bubbles, Cellular, and Splashes modes. It can be useful for shading large scale foam and splashes over a large surface, such as an ocean surface, as well as for rendering non-foamy fluids, such as smoke or ink.

Meanwhile, the Fog mode voxelizes the content into a grid and uses the volumetric shader to render it. It can be a useful option for shading Mist particles, for example.

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

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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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Example: Glass Geometry

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Foam rendered with Glass correction disabled.

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Foam rendered with Glass correction enabled.

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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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Blue Constant Color

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Absorption Color Example

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Yellow Constant Color

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Absorption Color Example

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Grey Constant Color

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Absorption Color Example

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Example: Fog Absorption Color for Mist

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Original Render

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Absorption Color Example

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