Diffuse Multiplier – Provides an additional option to multiply the color brightness. Size Multiplier – Acts as an additional parameter for controlling the bubbles/splashes size, independent of their particle system. This parameter can be animated to reduce the size of the rendered particles over time. If the Size Multiplier by Age option is enabled, the animation is applied on a per-particle basis rather than acting simultaneously over the entire particle group. The value for this parameter is not set as a constant but instead is affected by the Size Variation and Size Distribution parameters. This introduces randomness in a particle system where all particles have the same size. Size Multiplier by Age – When enabled, animation of the Size Multiplier parameter is evaluated individually for each particle. The Age channel of individual particles is treated as if it is the Timeline itself, and animation applied to the Size Multiplier is evaluated over it. Therefore, the Size Multiplier animation is applied to each particle, starting at its time of birth. For example, animating the Size Multiplier to go from 1 to 0 over Timeline frames 0 to 30 will individually scale down each particle during the first 30 frames of its birth. Conversely, when this option is disabled, the Size Multiplier animation treats the particles as a collection of points, and scales them simultaneously, regardless of their current age. For example, animating the Size Multiplier to go from 1 to 0 over Timeline frames 0 to 30 simultaneously scales all particles in the simulation over the first 30 Timeline frames, and none is visible on frame 31. Size Addend – Add this to the size of the particles in order to make them larger, or smaller if a negative value is used. Unlike Size Multiplier which would scale all particles proportionally, Size Addend adds a fixed number to all particle sizes. If both Size Multiplier and Size Addend are used, the Size Multiplier scales the sizes first, and then the Size Addend is added. Size Distribution – Controls the number of bubbles that change size as a result of the Size Multiplier. When this value is set to 0, all particle sizes are multiplied by the Size Multiplier. When this value is greater than 0, some particles are multiplied by a higher value, and some are multiplied by a lower value. Setting this value to 1 ensures that an equal amount of particles are made larger as those that remain smaller. Increasing this parameter produces many smaller particles and fewer big particles. Size Variation – Adds randomization to the Size Multiplier so that different particles are scaled differently. The higher the variation, the larger the difference between the smaller and the larger particles. Particle Count Multiplier – Increases or decreases the number of particles for rendering. When the value is below 1, the particle count decreases, skipping the particles randomly. When the value is above 1, new particles are created and placed randomly among the original ones in a way that attempts to preserve the group's overall shape. Note that you have to export the particle ID channel if you want to render animation, otherwise the particles would start appearing and disappearing in different places during the animation. Scattering Method – Controls how the light rays are scattered inside the particle volume. Ray-traced – 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 Diffuse Multiplier does not affect the rendering in this mode. Disabled – Disables scattering. The Diffuse Multiplier value can be used to correct the brightness because without light scattering the particles would generally render darker. Approximate – Uses an approximate formula which is faster than Ray-traced scattering and produces good looking results. This option is not supported when the Render Mode is set to Geometry. Approximate+Shadows – Same as Approximate, but also affects the strength of shadows over the scene geometry. This option is not supported when the Render Mode is set to Geometry. Motion Blur – Controls the motion blur effect. From Renderer – The current renderer's own motion blur setting is used. Force On – The content is rendered with motion blur regardless of the global setting. Force Off – The content is rendered without motion blur regardless of the global setting. Velocity Multiplier – Can be used to make the motion blur effect stronger or weaker. This value can also be negative and would change the motion blur direction. Volume Light Cache – Enables light caching, which can speed up bucket rendering considerably. When using V-Ray Progressive Rendering, the Volume Light Cache option might slow down rendering startup or the overall render speed. This option refers to the Phoenix FD Light Cache, which is unrelated to the V-Ray Light Cache. Light Cache Speedup – This option is only available when Volume Light Cache is enabled. Reduces the quality of the Volume Light Cache and increases the rendering speed. You can increase this and gain render speed as long as you don't start getting artifacts and excessive flickering in animation. Note that when using complex lighting with many light sources or Dome lights with HDRI maps, combined with Bubbles, Cellular or Splashes mode, increasing this option will cause the highlights to jitter over the surfaces of bubbles and this might cause flickering or noise in animation. Material ID – Determines the color for the Material ID Render Element when the Render Mode is set to Volumetric. |