Used to achieve effects such as gas or clouds. You can software render particles as thin gas, cloud, thick cloud, blobby surface or tube.
Volume material which can be connected to the volume port of a shading group. The initialParticleSE is a shading group that has a lambert material connected to its Surface port, and a particle cloud material connected to its Volume port. You can connect the particle cloud shading group to a particle emitter to achieve effects such as gas or clouds. You can software render particles as thin gas, cloud, thick cloud, blobby surface or tube.
Color, Transparency, and Incandescence can be set to a fixed value, or texture mapped over the particles’ lifetime. If mapped, the V values of the map are mapped onto the particles’ lifetime.
Find this material in the Create bar.
Determines the incandescence at a particular time in the life of the particle.You can use the Particle Sampler Info node to animate this attribute over a particle’s lifetime.
Life Color, Life Transparency, and Life Incandescence are driven by the particle age (the texture defines color, transparency, and incandescence, all of which get their UV information from the particleSamplerInfo utility node). The particleSamplerInfo utility node is created automatically at the time the texture is created.
Controls how much of the light in the scene is reflected from the particles. Most materials absorb some of the light falling on them, and scatter the rest.
The default value is 0.0. If you set this to 1.0, all the light falling on the material is reflected. Use a high value when creating dense clouds. If you set this to 0.0 (the minimum), no light is reflected and no surface shading occurs.
The surface color is modulated by the transparency. This value can be greater than 1.0, so the surface property can still appear even when the material is transparent.
Makes the surface appear rough or bumpy by altering surface normals (during rendering) according to the intensity of the pixels in the bump map texture. Diffuse Coeff must be set to a value greater than 0 to enable this option. (A bump map does not actually alter the surface. A silhouette of the surface appears smooth).
Simulates the way light diffusely penetrates through translucent objects. This means that when light shines on one side of the object, the other side is partially illuminated. You can use this to create effects such as clouds, fur, hair, marble, jade, wax, paper, leaves, and so on. If you set Translucence Coeff to 0 (the default), no light shows through the object. If you set Translucence Coeff to 1, all the light shows through. Diffuse Coeff must be set to a value greater than 0 to enable this option.
Volumetric particles use pre-illumination, which evaluates the lighting at each particle’s center by default. This can sometimes cause popping if the illumination changes too fast in an animation, and is especially noticeable if Surface Shading Shadow is on.
Filter radius lets you filter the pre-illumination results so the value at each particle’s center is the average of all the pre-illumination results within the filter radius. Higher values increase render time but produce smoother images.
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License