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Secondary effect particles such as Foam, Splash, Mist and Wetmap particles, as well as Drag particles emitted from a Fire Source, must be shaded using the Phoenix Particle Shader.

The Particle Shader can shade a specified Particle System as either Points, Bubbles, Cellular, Splashes, or Fog, depending on the mode you select. Note that Phoenix also provides you with the option to create nParticles from a Phoenix Particle Group, and apply a material.

Advanced For even more advanced control over the shading is provided with , you can use the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to shade the simulation wherever colors are needed. The Grid Texture can be used to drive the properties of a material applied to a liquid surface, for example, to mix colored liquids together, or function as a mask for blending wet and dry materials when using Wetmap particles.For volumetric rendering, the Grid Texture makes it possible to drive the color and opacity of fire and smoke simulations through with the volume shader to color or modulate the opacity of Fire and Smoke, using any of the supported channels Grid Channels (such as Smoke, Speed, RGB, etc.), as long as they are present in the cache files.

It can also be plugged into the Texture slots of a material. For example, if you want to mix together liquids with multiple RGB colors emitted from different Liquid Sources, the Grid Texture can be used to read and transfer the RGB colors to the Liquid mesh's material for shading.

Similarly, a Phoenix Particle Texture can be used to read particles and color their positions. When used to read Wetmap particles, it can act as a mask to blend between two materials, for example, a wet material and a dry surface material. This way, geometry covered by WetMap particles can appear wet, and the rest of the geometry can appear dry.

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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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