Irregular Shape | Parameters | Fractal Shape | AO Fake | Presets | Render Tree Usage
The Particle Shaper compound defines each particle shape with fractals so that the point cloud doesn't look like a single volumetric mass. It is composed of two Fractal Scalar shaders (each one giving a different level of detail), a Cell Scalar shader, and several math and conversion shaders.
For general information about ICE particle shaders, see ICE Particle Shading.
If you set either of these options, make sure to plug the compound's Particle Color + AO Fake output into a Color port on a particle volume shader, such as the Particle Renderer Compound or the Particle Volume Cloud shader.
Color |
The color of the particles using the input shader's color. If there is no shader connected to this port, you can set the color with the sliders. |
Ambient Occlusion Color |
The color of the ambient occlusion for the particles using the input shader's color. Ambient occlusion simulates indirect illumination which gives good detail in the shadows, as well as fractal noise patterns such as those created by the Fractal Shape settings. If there is no shader connected to this port, you can set the color with the sliders. For more information on ambient occlusion, see Ambient Occlusion. |
Click either of these buttons to quickly create either a more Billowing or Fluffy effect on the particle density. The Furrow Softness value is set with these presets.
Plug the Particle Shaper output into any scalar port of a shader, but you mostly want to use it to shape the density of particles. For example, you could plug it into the Density Shape port of the Particle Renderer compound or the Particle Density shader to define the particle shape.
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