Add reflections, refractions, and shadows
You
can turn on reflections, refractions, and shadows when you software
render Clouds, Tubes, and Blobby Surfaces.
To
turn on reflections, refractions, and shadows
- Select
the particle object.
- In the Render Stats section
of the Attribute Editor, turn on:
- Visible In Reflections
- Visible In Refractions
- Casts Shadows
You must use ray tracing to create reflections
and refractions. You can use ray tracing or depth map shadows to
create shadows. See Rendering for details.
TipIf you’ve created clouds, tubes, or blobby
surfaces in your scene and are not currently working with them,
you can speed up software test rendering by selecting the particle
object and turning off Primary Visibility.
Use lights with moving particles
By default, all particles are evenly lit,
regardless of where you place lights in the scene. For some effects,
you might want moving particles to drift in or out of the lighting,
disappearing when not illuminated.
For example, you might want cigar smoke rising
under a lamp to show only when it passes through the lighting. Or,
you might want rain to show only when it passes beneath a street
light or in front of the headlights of a car.
If you use Streak, Point, MultiStreak,
and Multipoint render types, you
can use lights to create these effects.
To
use scene lighting with particles
- Add
a spot light, point light, or directional light to your scene. A
spotlight gives the most obvious effect. See the Lighting guide
for details on adding lights.
- Aim
the light at the particles.
- Select Lighting
> Use All Lights.
- Select Shading
> Smooth Shade All.
- Select
the particle object you want to light.
- In
the Attribute Editor, set the Particle
Render Type to Streak, Point, MultiStreak,
or Multipoint.
- Click
the Add Attributes For Current Render Type button.
The default render attributes are displayed
in the Attribute Editor.
- In the Render Attributes section,
turn on Use Lighting.
- To
maximize particle illumination, set Normal Dir as
follows:
- Set
to 1 if most or all particles are moving towards the light. Example: smoke
rising toward a light.
- Set
to 2 if most or all particles are stationary or passing in front
of the light. Examples: rain passing in front of headlights, or
stationary particles creating a glow around a point light.
- Set
to 3 if most or all particles are moving away from the light. Example: rain
falling down past a street light.
- From
the Hardware Render Buffer window,
select Render > Attributes.
- In
the Render Modes section of the Attribute
Editor, select All Lights from the Lighting
Mode pull-down menu.
- Hardware
render the scene to see the effect.
NoteSometimes, unlit particles may appear brighter
than lit ones when viewed in the hardware renderer. To fix this
problem, substitute the particle type with small radius spheres.
TipIf the particles aren’t illuminated as expected,
make sure the light points at the particles. Also, position and
rotate the camera so your view of the particles is from behind the
light. Because changing the Normal Dir setting
is convenient, it’s often fastest to simply try each setting and
see which looks best. If you use stationary particles with Normal
Dir set to 1 or 3, the particles won’t be displayed.