Volume Shader Presets

List of available Volume Shader presets. Volume shaders modify rays as they pass through an object (local volume shader) or the scene as a whole (global volume shader). They can simulate effects such as clouds, smoke, and fog.

For more information, see the user guide

Note See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders.
Preset Shaders
Volume\Constant_density.Preset Constant Density mental ray Shader.

See the Softimage.dense_vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Fast_volume_effects.Preset Bionic_Volume mental ray Shader.

See the Softimage.Bionic_Volume_vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_Volume_Cloud.Preset BA_volume_cloud output parameter

See the Softimage.BA_volume_cloud.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_ExplosionV2.Preset Explosion V2 by Phoenix Tools

See the Softimage.ExplosionV2-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_FluidV2.Preset Fluid V2 by Phoenix Tools

See the Softimage.FluidV2-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_blob.Preset Blob - Phoenix Tools

See the Softimage.blob-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_blowup.Preset Blow Up - Phoenix Tools

See the Softimage.blowup-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_hyperflow.Preset HyperFlow - Phoenix Tools

See the Softimage.hyperflow-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Particle_vol_sparks.Preset Sparks - Phoenix Tools

See the Softimage.sparks-vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_cigarette_smoke.Preset oz_V_march_smoke mental ray Shader.

See the Softimage.March_Smoke_vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_effects.Preset oz_V_march_fractal mental ray Shader.

See the Softimage.March_Fractal_vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_fog.Preset soft_fog mental ray Shader.

See the Softimage.soft_fog.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_layered_fog.Preset soft_layered_fog mental ray Shader.

See the Softimage.soft_layered_fog.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_lightning.Preset Color Result

See the Softimage.sib_lightning.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\Volume_smoke.Preset smoke mental ray Shader.

See the Softimage.smoke_vol.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example
Volume\mental images\Lume_Beam.Preset Lume_Beam output parameter

See the Softimage.Lume_Beam.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectVolumeShader Example


ConnectVolumeShader Example

function ConnectVolumeShader( in_preset )
{
        NewScene( null, false );
        var obj = Application.ActiveSceneRoot.AddGeometry("Cube","MeshSurface");
        Application.Selection.SetAsText(obj);
        var oShader = SIApplyShaderToCnxPoint(in_preset, obj.Material.volume, null, false);
        if (!oShader) { return null; }
        return (oShader.Type == "XSICollection") ? oShader(0) : oShader;
}

ConnectVolumeShader2 Example

function ConnectVolumeShader2( in_preset )
{
        NewScene( null, false );
        var obj = ActiveProject.ActiveScene.PassContainer.AddPass( "Pass", "MyTestNode" );
        SIApplyShaderToCnxPoint(in_preset, "Passes.MyTestNode.VolumeShaderStack", null, false);
        var oShader = obj.GetAllShaders();
        return (oShader.Type == "XSICollection") ? oShader(0) : oShader;
}