Based on | emSource – Specifies the source channel that will be rendered as fire. By default, the Temperature channel is used. - Disabled – the emission component of the shader is disabled.
- Temperature
- Smoke
- Speed
- Fuel
- Texture – the emission is based on the texture map specified in the Texture parameter
- RGB
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Texture | emTexture – If Based on is set to Texture, this slot specifies the texture from which fire is rendered. This slot can also specify a texture to be used with the Modulate option. Modulate | emModulate – Enabling this option multiplies the Based on channel by the map in the Texture slot. This is only effective when Based on is not set to Texture. Reset to Defaults – Resets the rollout settings to their default values. Fire Opacity Mode | emIgnoreAlpha – While smoke has its own opacity in the Smoke Opacity tab, the Fire opacity can be determined in either one of the following three ways: Use Smoke Opacity – Fire uses the same opacity that is set to the smoke in the Smoke opacity tab. This means the fire is not visible in cells where there is no smoke. Fully Visible – Fire will always render as if it has full opacity, but will not produce alpha. This way fire will be visible even in cells that have no opacity. This mode is intended for use with Phoenix simulations, such as simulations with sources that emit Temperature but do not emit Smoke. During rendering, Phoenix internally composes the fire with the scene using additive blending, and such blending must be used when compositing fire manually. However, this mode is not suitable for compositing fire mixed with smoke. Use Own Opacity – Custom varying opacity for the fire using the Opacity diagram and/or using a texture. Physically Based | emBlackBody – Transitions between an artistic look of the fire (when set to 0) and a realistic physically-based Intensity (when set to 1). The realistic mode multiplies the fire intensity by the Black Body Radiation model, which gives strong brightness to the hot parts of the fire. See the Physically Based example below. Opacity Texture Mode | emAlphaSrc – Available only when the Fire Opacity Mode is set to Use Own Opacity. Don't Use Opacity Texture – The Fire Opacity is based entirely on the Color and Opacity Curve below. Multiply Opacity By Texture – The Color and Opacity Curve is multiplied by the specified texture to produce the final Fire Opacity. Fire Opacity From Texture – The Fire Opacity is based entirely on the specified texture - the Color and Opacity Curve are ignored. Opacity Texture | emAlphaTexture – If Opacity Texture Mode is set to Multiply Opacity By Texture or Fire Opacity From Texture, this slot specifies the texture used to modulate the Fire Opacity. Fire Multiplier | emMult – General multiplier for the fire color's intensity. Opacity Multiplier | emAlphaMult – Multiplier for the fire's own opacity when it is detached from the Smoke Opacity. Visible only when the Opacity Mode is set to Use Own Opacity. |