Density | Particle Color | Volume Color | Volume Rendering | Render Tree Usage
The Particle Renderer compound creates up a basic volume shader setup for ICE particles using the Particle Volume Cloud shader, and some other helper shaders under the hood.
To quickly apply the Particle Renderer shader compound to an ICE point cloud, choose from the Render toolbar.
This applies the Particle Renderer shader compound to the Volume port on the point cloud's Material node. As well, the Particle
Shaper shader compound is plugged into the Density Shape port on the Particle Renderer shader compound.
For general information about ICE particle shaders, see ICE Particle Shading.
Density
Particle
|
(Textureable Input, per Particle) The texture carves away parts of the particle, starting at its edge. If the input texture
is 0.0, the whole particle is gone; if the input is 1.0, nothing is carved away.
With the Intensity slider, you can scale the intensity of the input texture.
|
|
(Textureable Input, per Cloud or Gradient) Sets the maximum allowed density for the particle cloud (reduce this value for
steam or thin smoke). If the value is high, the particle cloud shrinks if you reduce the density.
In the real world, steam particles are evenly spread in space; however, in 3D, you often have a higher density of particles
in the inner parts of the volume and less density in the outer region. If you now reduce the density, the particle cloud seems
to shrink because you don't see the outer region, but the inner region still has enough density to be visible.
With this parameter, you can limit the density in the inner part of the cloud. If you now reduce the density of the whole
volume, your cloud does not appear to shrink.
|
|
Type of the shape falloff: Linear or Cubic. Cubic is better for dense volumes, and Linear is better for thin volumes.
|
|
If you increase this value, the whole particle cloud shrinks and the particles melt together (like metaballs). The metaball
look is more evident if you have dense volumes.
|
|
Elongates the density shape of the particle along its Y axis.
|
|
The density of the whole particle volume. The global density is multiplied with the input Density Shape. This sets the overall effect of the density on the particle, with the center of the particle being more opaque than its edges.
Low density values give softer, smoother effects (more transparency) while higher density values create more well-defined
details and edges (more opacity).
|
|
Fine-tunes the density of the volume according to the shadow rays.
|
Particle Color
Per Particle: Color
|
(Textureable Input, per Particle) The color of the particles using the input shader's color.
|
|
Overrides the color of the particles using the color you set with the color sliders here. You cannot use this option if there is a shader plugged into the Color port.
|
Per Cloud or Gradient: Color/Density
|
Uses the input shaders that are plugged into the Global Gradient Color and Global Gradient Density ports.
|
|
(Textureable Input, per Cloud or Gradient) Changes the color of the whole cloud, which overrides the Per Particle: Color settings.
|
|
(Textureable Input, per Cloud or Gradient) Changes the density for the whole cloud. The cloud density is multiplied with the
input density.
You can use the same gradient shader that you have used for the Global Gradient Color input.
|
Volume Color
Ambience
|
Adjusts the ambient color of the whole particle volume.
|
|
Intensity of the ambient shading.
|
Diffuse
|
Enables the illumination for the whole particle volume.
|
|
Adjusts the diffuse color of the volume.
|
|
Intensity of the diffuse shading
|
|
The diffuse color is based on the particle color. If this option is off, the diffuse color is based only on the Tint Diffuse
Color setting.
|
Ambient Occlusion
See Ambient Occlusion for more information.
|
Calculates simple Ambient Occlusion (AO). The Ambient Occlusion is calculated for the lookup table. It does not take any normal
direction into account.
|
|
Modifies the intensity of the AO calculation.
|
|
Color of the ambient occlusion.
|
Volume Rendering
Marching
For information on marching steps, see Marching.
|
Presets for the marching step settings. Low Settings render in about 60% of the Default Settings' time. With High Settings,
the volume takes twice the render time as the Default Setting time.
|
Shadow Table
For an explanation of the lookup table, see Lookup Table.
|
Interpolation between the cells in the lookup table — see Particle Volume Cloud for information.
|
|
|
|
-
This option is the slowest. Use it for very dense volumes with a very small edge falloff, such as volumes that have too much
shadow detail for a lookup table. You need to set a cell size because the lookup table is used not only for shadows. The lookup
table should cover the average shape of the volume.
|
|
Sets the size of the cells in the lookup table.
|
|
While you are tuning the shader, you will probably reach the memory limit. This setting catches this case and prevents mental
ray from stopping the rendering. It renders the volume with lower settings and in a red color.
For tips about reducing the memory used, see Memory Limit.
|
|
With this option on, you can easily switch the total render times by influencing the lookup table and ray length. You can
also render the lookup table for tuning or render the volume in slices to check a texture.
For more information, see Preview.
|
Render Tree Usage
Plug the Particle Renderer output into the Volume port of the Material node. You can also plug other shaders into it, such
as the Fractal Scalar or Cell Scalar shader for adding noise to each particle density's shape, or the Particle Gradient shader
or Particle Gradient Fcurve compound to define the color and density using gradients.