Smoke

 
 
 

| Render Tree Usage

Category: Volume

Shader Family: Volume

Output: Color

Uses the transformations of objects or an input transformation to define ellipsoidal volumes of smoke in front of rendered geometry.

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

Object Sources

Add

Click to add an object or transformation to define the center of an ellipsoid of smoke. Repeat for additional ellipsoids.

Clear

Remove all objects and transformations. Click the Edit Array Item icon (the " blue socket") to remove objects or transformations individually.

plist

Defines a transformation manually, or links to the transformations of an object in the scene.

ref

Click Pick to link to an object in the scene.

pos

Defines a position, if the transformation is not linked to an object.

Radius

Defines the XYZ size of the ellipsoid. This is further affected by scaling.

rot

Specifies the complete 4x4 transformation, if the transformation is not linked to an object. It is cumulative with pos.

Smoke

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.

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