How to render Fire and Smoke as separate passes with V-Ray?
Using the VRayAtmosphere pass you can get the Fire and Smoke together. You could extract just the fire using the VRaySelfIllumination element. After that by subtracting the Fire you can get the smoke.
Use Volumetric Geometry Render mode.
Currently it's not supported.
Make sure that your Particle Shader is using your Simulator as Liquid Simulator.
Turn on Render as Geometry in the Particle Shader.
Make sure you have a bottom below your particles (V-Ray plane with black material will work for most of the cases), otherwise they will not behave correctly.
Make sure you have enough reflection bounces in the Particle shader options if you are using Bubbles, Cellular or Splash modes.
In the Output dialog set your output format to .vdb Appending a .vdb extension after the Output Path tells Phoenix to write its data in the OpenVDB format. Particle data can also be exported.
The Cache converter command-line utility can convert already existing .aur cache sequences to OpenVDB sequences without simulating.
Use the Load button.
Try lowering the Light Cache Speedup or turning off Phoenix’s Light cache option - it will slow down rendering but should eliminate the problem.
Check our Active Bodies Guide here
Check our recommendations here
Make sure you are using proper, shelled geometry that has some thickness (no overlapping faces or vertices, no open edges).
Distributed simulation in which different parts of the same simulation are calculated across several machines is currently not implemented.
Probably you have Motion Blur enabled in the settings of your renderer, but Phoenix has missing Velocity channel and renders with motion blur only in the Backup frames. Make sure that you have the Velocity channel exported in your Output rollout. You need Grid Velocity for motion blur of volumes or meshes, and Particle Velocity when rendering motion blurred particles with a Particle Shader.
Make sure that you have the Velocity channel exported in your Output rollout.
Make sure you have "Alpha is luminance" turned on from the texture options. If you are using Phoenix without a V-Ray license make sure to turn off Use V-Ray for Texture Sampling. Note that this will make the sampling of textures a lot slower.