Create a VRayLightMtl and rename it to Light_lava. This material is the base for the final Complex Lava material we create in the next section. Set the Color to RGB (0, 0, 0) - we use a Phoenix FD Grid Texture reading the simulation RGB Channel to drive the color of the emitted light. Set the Color Multiplier to 25 - this affects the intensity of the emitted light. Enable the Compensate camera exposure option. Create a Phoenix FD Grid Texture and plug it into the Lava_light Light Material's Light Color input. Name it Grid_RGB. Press the Pick a Phoenix Simulator button next to the Source Node parameter and select your Simulator from the popup menu. The name of the button should change according to the name of the simulator once you press the OK button. Set the Channel to Grid RGB - this is the channel the texture reads from the cache files. Set the Sampler to Spherical. You can think of the sampling process as Anti-Aliasing - the Box sampler gives you a rough texture, the Linear one smooths the colors and the Spherical produces the smoothest result. Note that the Spherical sampling is 20-30% slower than Linear, so make sure to check if the additional sampling at the expense of render time is worth it with your setup. When Compensate camera exposure is enabled, the intensity of the light material is adjusted to compensate the exposure correction from the physical camera. |
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