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UI Path: ||Select Fire Smoke Simulator | FireSmokeSim object|| > Modify panel > Rendering rollout |
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Parameters
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Example: Step Example: Step %
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This example shows how the Step % value can be used to improve the quality of the ray-marching. |
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This section controls the conversion of the grid content into geometry. If Mode is set to Mesh, Ocean Mesh, Cap Mesh or Isosurface, the Surface channel needs to be set and an appropriate Isosurface Level must be chosen from this section. The controls in this section also denote the surface used in Gradient and Surface-driven displacement. This way it can affect all render modes, not just the surface modes. The technique for generating the surface is based on the isosurface concept. The resulting surfaces are mostly used to render liquids, but can be used for smoke and fire as well to create effects like underwater bubbles, freezing fire, etc. |
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The proper value for the Isosurface Level parameter depends on the numerical range of the surface channel. For example, Phoenix liquids are kept in the range of 0 to 1. A value of 0 means there is no liquid in a certain voxel, and a value of 1 means the cell is 100% full of liquid. Values in between indicate a certain mixture of air and liquid. For such cache files, an Isosurface Level value of 0.5 is best for visualizing the surface between the air and liquid. Imported caches from Houdini, on the other hand, use positive and negative values to indicate whether a voxel is inside or outside the liquid volume, so a correct "halfway" Isosurface Level value would be 0.0. For Phoenix smoke, the proper value is about 0.01, and for Phoenix temperature, which is in Kelvins, the value is several hundred. Please check the Grid Channel Ranges page for information about other grid channels.
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To render your Volumetric Simulation with Motion Blur, you need to enable Velocity channel export from the Output tab of your simulator. |
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Displacement
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Displacement is a technique intended to add detail to the simulation during the rendering. The idea of the Phoenix displacement is similar to the usual geometry displacement: a texture is sampled, and the corresponding point of the fluid volume or surface is shifted in a direction at a distance determined by the texture. You can plug any V-Ray, 3ds Max or Phoenix texture maps. |
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