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This page provides information on the Rendering rollout for a FireSmoke object Fire/Smoke Simulator and how the grid's content is rendered and controlled.

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The rendering process in Phoenix FD is separated from the simulation, but for ease of operation is performed by the same object that performs the simulation. However, this is only true for the grid's content, not for the particles contained in the cache file.

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 For a list of supported Render Elements, please check the V-Ray Render Elements Support page.

You may also check the Volumetric Rendering In-Depth guide for tips on speeding up the rendering of volumetric effects with V-Ray.

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If you want to render the particle content of the Simulator (e.g. foam,

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If you want to render the particle content of the Simulator (e.g. foam, splashes, or drag particles), create a Particle Shader | PHXFoam object and add the simulator Simulator to it, so the Particle Shader can use the cache data loaded by the Simulator.

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For a list of supported Render Elements, please check the V-Ray Render Elements Support page.

You may also check the Volumetric Rendering In-Depth guide for tips on speeding up the rendering of volumetric effects with V-Ray.

Phoenix FD has Phoenix FD is able to operate in multiple rendering modes that can be divided into two main branchestypes: volumetric and surfaces. The volumetric modes are used for fire and smoke. 3ds Max materials can't be used to shade volumetrics , so because they don't have surfaces. Instead their shading is described in the Fire and Smoke color windows. The surface modes can be used for some interesting fire-related effects, like freezing flame or cartoon-style smoke. Volumetric Render Settings window. Unlike the volumetric modes, in surface modes have no dedicated shader; they use the 3ds Max material applied to the simulatorthe Simulator behaves just as any regular geometry - 3ds Max materials can be applied to the Simulator and there is no need for a dedicated shader.

Advanced control over the shading is provided with the Grid Texture which can be used to drive the properties of a V-Ray material applied to the Phoenix mesh or isosurface. For Volumetric rendering, Phoenix FD provides you with the ability to drive the color and opacity of Fire / Smoke simulations through any of the supported channels (such as Smoke, Speed, RGB, etc.), as long as they are present in the cache files.

Phoenix FD also provides you with the option to generate a mesh surface based on any of the supported channels. Thus, a Smoke simulation can be rendered as a polygon mesh with a custom material applied to it, which can be used for effects such as freezing flame or cartoon-style smoke

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 UI Path: ||Select Fire Smoke Simulator | FireSmokeSim object|| > Modify panel > Rendering rollout

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