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Render Presets... – Opens a menu for loading and saving different presets. The following options are available:

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  • Load from File...
  • Save to File...
  • Default .aur Render Settings
  • Fire/Smoke .aur Fast Render
  • Fire/Smoke from FumeFX
  • Fire/Smoke .vdb from Houdini
  • Liquid .vdb from Houdini
  • Fire/Smoke .vdb from Maya Fluids
  • Fire
  • Fuel Fire
  • Gasoline Explosion
  • Explosion
  • Large Smoke
  • Candle
  • Clouds
  • Cold Smoke

 

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RenderMode
RenderMode

Mode | rendmode – Specifies the method for visualizing the grid content.

Volumetric – Visualizes the content as a standard 3ds Max atmospheric. This method is used mostly for fire and smoke.

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GeometryMode
GeometryMode
Volumetric Geometry – This method requires V-Ray. Used to export deep images and render elements such as normals, velocity, multi matte, etc. It produces the same result as the Volumetric option by using procedural geometry made up from multiple transparent layers. 

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Approximate and Approximate+Shadows options for the Scattering parameter in the Smoke color window are not supported in Volumetric Geometry mode.

For a complete list of the supported Render Elements in both Volumetric and Volumetric Geometry mode, please check the V-Ray Render Elements Support page.

Volumetric Heat Haze – This  – This method requires V-Ray. Produces It produces the same result as the Volumetric Geometry option, but and also adds a heat haze effect when used with the Heathaze parameterwith the Heat Haze parameter. Note that you might need to increase the Max depth of a VRayMtl with refraction in case it intersects with the Heat Haze shader.

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ImplicitSurface
ImplicitSurface
Isosurface – This method requires V-Ray. It produces a procedural isosurface without polygons at render time using the Surface section options. Compared to the Mesh mode, the result is always smooth but will take longer to render.
Mesh – The content is converted into a standard 3ds Max mesh using the Surface section options. This mode is mostly used for liquids, but can be applied to thick smoke using a scatter material or to plumes of smoke to create effects such as large underwater bubbles.
Ocean Mesh – The grid content is extended to a flat area, fitting the camera's view. In most cases this mode is used with displacement. 

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The ocean surface can be generated only when the liquid touches the sides and the bottom of the grid, which act as a container for the liquid. The detail of the mesh extension around the simulator depends on the camera resolution - for each pixel of the viewport or the rendered image, one or several polygons are generated, depending on the Ocean Subdivisions option.

Cap Mesh – Only the upper liquid surface is rendered. This mode can be used for swimming pools and other placid liquid surfaces.

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Volumetric Options... – Opens the Volumetric Render settings window which contains the following rollouts:

  • Fire – Controls the emissive (fire) color of the volumetric shader, and the light emitted by the simulator.
  • Smoke color – Controls the diffuse color of the volumetric shader.
  • Smoke opacity – Controls the transparency part of the volumetric shader.

 

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