| 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
|
Click to add an object or transformation to define the center of an ellipsoid of smoke. Repeat for additional ellipsoids.
|
|
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.
|
Click to link to an object in the scene.
|
|
Defines a position, if the transformation is not linked to an object.
|
|
Defines the XYZ size of the ellipsoid. This is further affected by scaling.
|
|
Specifies the complete 4x4 transformation, if the transformation is not linked to an object. It is cumulative with .
|
Smoke
|
Defines the transparency of the smoke.
|
|
Defines the number of steps in the ray march.
|
|
A multiplicative factor in the turbulence equation that controls the degree of animation between successive frames.
|
Falloff
|
Defines the smoke's RGB color components as the distance from the smoke source increases. The falloff value is exponential.
|
Amplitude
|
Defines the smoke's intensity. You can control the color intensity of the smoke effect by setting the sliders.
|
Turbulence
|
Specifies the iteration factor that controls the amount of turbulence in the smoke.
|
|
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
|
Specifies the amount of horizontal turbulence in the smoke.
|
|
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.