Based on – Specifies the source channel used to determine the smoke color. By default, a uniform simple color set by the Constant Color option is used. This could also be a texture map, or read from the cache files - in that case the corresponding grid channel must be present in the cache files and remapped to the internal Volume Grid channels using the 3rd Party Channels Mapping dialog in the Input roll-out. Disabled - Smoke color is not rendered. Temperature - Smoke color is based on the values of the Temperature cache channel and can be remapped using the color gradient. Smoke - Smoke color is based on the values of the Smoke cache channel and can be remapped using the color gradient. Speed - Smoke color is based on the values of the Speed cache channel and can be remapped using the color gradient. See the Smoke Color by Speed example below. Texture - Smoke color is based on the values of a texture map plugged into the Texture slot. Constant Color - Smoke color is the same for the entire volume and is taken from the Constant Color box. RGB - Smoke is based on the values of the RGB channel. Fuel - Smoke is based on the values of the Fuel channel and can be remapped using the color gradient. Smoke Color Texture – If Based on is set to Texture, this slot specifies which texture to use. Modulate by Texture – When Based on is not set to Texture, the color is multiplied by the texture in the Texture slot. Constant Color – If Based on is set to Constant color, this color is used. Scattering – Controls how the light rays are scattered inside the 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 Master Multiplier does not affect the rendering in this mode. Disabled – Disables scattering. The Master Multiplier value can be used to correct the brightness because without light scattering the volume would generally render darker. Approximate – Uses an approximate formula which is faster than Ray-Traced scattering and produces good-looking results. Brighter areas of the volume would transfer light farther than dark areas. This option is not supported by the Volumetric Geometry render mode in the Rendering tab. Approximate+Shadows – Same as Approximate, but also affects the strength of shadows over the scene geometry. Approximate+Shadows is not supported by the Volumetric Geometry render mode in the Rendering tab. Scatter Depth – Specifies the maximum depth of the GI rays. Volume Light Cache – 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. - This option refers to the internal Volume Grid Light Cache, which is not related to the V-Ray Light Cache.
- When using V-Ray Progressive Rendering, this option might slow down rendering startup or the overall render speed.
- This feature might produce artifacts when the smoke is very dense.
- This feature might produce artifacts when objects cast shadows through the smoke.
- Rendering multiple copies or instances of the Volume Grid node with this option turned on might lead to slow-downs.
- This option will consume additional memory, so beware of high RAM usage when rendering very large cache files or a large number of copied or instanced volumes.
- When rendering in Volumetric Geometry mode, for any of these Render Elements: [ Shadows ], [ Raw Shadows ], [ Global Illumination ], [ Raw Global Illumination ] , the Volume Grid Light Cache will require additional memory to produce the correct result. Please be aware that these Render Elements (and most other V-Ray Render Elements except for [ Atmosphere ] and [ Self-Illumination ] ) do not work in Volumetric mode.
- This option is ignored when using V-Ray GPU. It is a CPU-only feature that helps speed up Bucket rendering.
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Light Cache Speedup – 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 – 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 – 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 – A general multiplier for the diffuse color. It is ignored when the Scattering mode is set to Ray-traced (GI only). Shadow Strength – A multiplier for the opacity of the shadow that the volumetric casts on other objects. |