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 |
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; } |
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; } |