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When there is both Smoke Smoke and Fire Fire (diffuse and emissive) in the same voxel, you can use the Fire Opacity Mode option in the Render Fire rollout, to determine the resulting color and alpha. If the Fire Opacity Modeis set to Use Smoke Opacity, then the Smoke Opacity settings below will affect the rendering of Fire. Otherwise, you can separate their opacities for additional control, using either the Fully Visible or Use Own Opacity modes in the Render Fire rollout. |
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Using the the Based on parameter parameter below, you can achieve a wide variety of results when shading shading Fire & Smoke. For example, the Fire (emissive content) is by default based on the Temperature Grid Channel. If instead it were based on Smoke Grid Channel data, then voxels containing Smoke values would be shaded as emissive (Fire). In other words, the Smoke would be rendered as Fire. On the other hand, if the Smoke Color (diffuse) & Smoke Opacity were based on Temperature, then voxels with Temperature values would be shaded as diffuse volumetrics (Smoke Color & Opacity). In other words, the Fire would be rendered as Smoke. |
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Example: Absorption Constant Color
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To make the Absorption Constant Color more pronounced when combined with a grey Smoke Color, you’ll generally need to introduce saturation for the absorption, and increase its color HSV brightness value a bit. |
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The Absorption color can affect the opacity of the smoke as well, depending on how bright or dark its color is. Brighter colors make the volume more transparent, while darker colors make it more opaque (denser). Using bright and highly saturated absorption can produce very prominent colors. Introducing color into the Smoke Color can create even more striking results. Here are some examples showing different Absorption Constant Color and Smoke Color combinations. |
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