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Table of Contents

This page provides information on the Bindings tab parameters of the V-Ray PhxShaderSim node.

 

Overview


This tab controls the channel mapping for the Fire, Smoke Color and Smoke Opacity of the Volumetric Shader. The string parameters specify the source channel that will be used to determine the respective component of the shader. The source field used for motion blur is also specified here.

Wild-card notation is supported when specifying a 3-float field - in such cases, use field_name.*. Rendering of vec3 fields is currently not supported. Use a VDB Vector Split SOP to convert such fields into 3-float types.

 

Parameters


Fire

Enable Fire – Enables the emission component of the volumetric shader.

Color/Intensity Field – Specifies the float field used for rendering fire. The range of the specified field is displayed in the Fire tab → Intensity & Color.

Modulate By Input Texture – Multiplies the Color/Intensity field by a texture map connected to the etex input of the Volume Grid Shader.

Smoke

Enable Smoke – Enables the diffuse component of the volumetric shader.

Opacity Field Specifies the float field used for computing the smoke opacity. The range of the specified field is displayed as a blue-green overlay in the Smoke tab → Opacity Ramp.

Modulate by Input Texture – Multiplies the Smoke Color field by a texture map connected to the dtex input of the Volume Grid Shader.

Color Field – Specifies the source field used to determine the smoke color. This could either be a float or a 3-float vector field (e.g. "Cd.*"). When a single float field is specified, the Smoke tab → Color Ramp is used for remapping the color as a function of the selected field. When a 3-float vector field is specified, the Smoke tab → Color Ramp is disabled.

Color Field as a Vector – Enables parsing of color field as vector.

Modulate by Input Texture – Multiplies the Smoke Opacity field by a texture map connected to the ttex input of the Volume Grid Shader.

Velocity

Velocity – Specifies the source field used for motion blur. This should be a 3-float vector field to ensure correct behavior. The Rendering tab → Motion Blur Multiplier may be adjusted if the motion blur effect produces undesirable results.

 

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