Smoke
 
 
 

| Render Tree Usage

Category: Volume

Shader Family: Volume

Output: Color

Uses models to define a position for the source of smoke in the volume to be rendered. The center of the model indicates the source position while the transformation matrix of the model specifies source orientation and scaling. The shader creates an implicit source geometry for each model specified in the source list. This implicit geometry is an ellipsoid.

The shader employs a ray-marching technique for a full 3D effect.

Name

The shader's name. Enter any name you like, or leave the default.

Transparency

Defines the transparency of the smoke.

Step

Defines the number of steps in the ray march.

Time Factor

A multiplicative factor in the turbulence equation that controls the degree of animation between successive frames.

Falloff

RGB

Defines the smoke's RGB color components as the distance from the smoke source increases. The falloff value is exponential.

Amplitude

RGB

Defines the smoke's intensity. You can control the color intensity of the smoke effect by setting the sliders.

Turbulence

Iteration

Specifies the iteration factor that controls the amount of turbulence in the smoke.

Spread

Controls self-similarity of the turbulence. Low values increase self-similarity and tend to give a softer or puffier-looking smoke; high values tend to give a harsher or more chaotic-looking smoke.

Effect

Swirl

Specifies the amount of horizontal turbulence in the smoke.

Squish

Specifies the amount of vertical turbulence in the smoke.

Render Tree Usage

This shader is applied to a scene using the shader stack. Volume shaders cannot be expanded or built upon in the render tree.