This page provides general information about the Smoke Color sub-section of the Rendering tab of the V-Ray Volumetric Grid.
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.
The diffuse color needs external light to become visible if GI is enabled in the V-Ray Render Settings in Maya. |
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Phase Function | phase_function – Controls the direction in which the light will scatter inside the volume. Negative values correspond to backward scattering, which mimics a volume made up of solid particles and will produce 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 will scatter more. Positive values are suitable for highly scattering volumes such as clouds. The default value of 0 will scatter the light in all directions and create an even and diffuse look. See the Phase Function example below.
Note that values very close to 1.0 or -1.0 will produce very directional scattering that will be 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 will be brighter. The Phase function is ignored when the scattering is set to Approximate or Approximate+Shadows.
Optimize Anisotropic Scattering | anisotropic_scattering_optimization – 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 compared to the exact brute-force anisotropic scattering. The option is ignored when the scattering is set to Approximate or Approximate+Shadows.
Scatter Depth | difScatterDepth – Specifies the maximum depth of the GI rays.
Volume Light Cache | difLightCache – 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 | difLightCacheSR – [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 | difOwnLightsBoost – Valid only when Scattering is set to Approximate or Approximate+Shadows. This multiplier determines how far the light travels through the volumetric, based on the distance from the emissive light itself.
External Scatter Mult | difExtLightsBoost – 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 | difMult – A general multiplier for the diffuse color. It is ignored when the Scattering mode is set to Ray-traced (GI only).
Shadow Strength | difShadowStrength – A multiplier for the opacity of the shadow that the volumetric casts on other objects.
Color gradient – When the Based on option is set to a grid channel, this color gradient remaps grid simulation data to render smoke color. The sim data channel is laid out horizontally along the X axis in the color gradient.
This sim data has different ranges, depending on the solver it came from - Phoenix Smoke usually goes from 0-1; Fuel goes from 0-1; Temperature is in Kelvins, so it goes from 300-2000, or a few thousand; Speed is in Voxels/sec, so it depends on the grid size and resolution, but usually goes from 0 to several hundred. Data from other solvers often differs a lot from Phoenix ranges. The channel data range is highlighted in the gradient with a light-blue range which can change as you scroll the timeline as the temperature in a cache file rises, smoke dissipates, speed changes, etc., so keep in mind that the data range for one frame might not be representative for the entire cache sequence. You can also check the data ranges for the currently loaded cache file under the Input roll-out of the V-Ray Volume Grid.
You can use the following controls in the color gradient: Double click – Creates a new point or changes an existing one. |
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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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The orange arrow represents a ray of light going through the volume and the possible scattering directions for the ray.
The Smoke Color can be based on any channel present in the cache files. The Speed channel can be used to drive the color of the smoke. It is automatically generated by Phoenix based on the Velocity Grid Channel. In this example, the slowly moving smoke is blue while the fast moving smoke is red to yellow. |
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