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Liquid Simulator | useliquid, liquid – Allows a link to the simulator that produced the shaded particles. Currently, only Phoenix FD objects Fire Smoke Simulator and Liquid Simulator can be set as the Liquid Simulator. When set, the shading of the particles changes when they are inside the liquid volume, as if they are underwater, allowing the use of the Subgroup, Liquid Tint, and Liquid Turbidity options option. Also, if the simulator uses Displacement, connecting it to the Particle Shader will displace the particles as well.

Liquid Tint | tintmul, tintcolor – Shades particles which are under the liquid's surface with the specified color. This is useful for compositing when the liquid mesh and the particles are rendered in separate passes. In order for it to work properly, this option requires that the Liquid Simulator parameter is enabled with a valid Phoenix FD object in its slot. The multiplier gradually darkens the color of particles under the liquid's surface, taking into account the tint color, as well as the real-world distance from the surface. 

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The Liquid Tint will be applied only to particles reached by camera rays (particles visible through refractions or reflections will not be tinted).

Liquid Turbidity | turbidity – Decreases the visibility for particles which are under the liquid's surface. This is useful for compositing when the liquid mesh and the particles are rendered in separate passes. In order for it to work properly, this option requires the Liquid Simulator parameter to be enabled with a valid Phoenix FD object in its slot.

Disable Liquid Shadows | nolqshadows – When enabled, the fog color of any mesh surrounding underwater particles will not contribute to their lighting. The particles will still be tinted by the fog color when looked at from the camera, but the shadows they receive will be bright and unaffected by the fog color of the liquid mesh.

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