The diffuse color determines the reflected part of the light. This part is the most important when rendering smoke. Self-shadowing is automatically enabled when the light has enabled shadows.



Source difSource - the source channel passed to the shader.


Texture difTexture - if the Source is set to Texture this slot directly specifies the diffuse color. Otherwise, if Modulate is turned on, this texture is multiplied by the Source.


Reset phxfdSim -a "resetD" -node $node - resets the settings to their default values


Modulate difModulate - when the Source is not set to Texture, this check box allows the Source to be multiplied by the texture in the Texture slot.


Temperature/Smoke/Velocity/Fuel Offset difRampOffset_t difRampOffset_s difRampOffset_v difRampOffset_f - sets the ramp starting position. All preceding positions will use the value at the start of the ramp.


Temperature/Smoke/Velocity/Fuel Scale difRampScale_t difRampScale_s difRampScale_v difRampScale_f - sets the ramp scale, i.e. the range of positions that will have their values from the ramp. All succeeding position will use the value at the end of the ramp.


Color Gradient difRampColor_t difRampColor_s difRampColor_v difRampColor_f - the color of the smoke as a function of the selected channel's value.

Simple Color difSimpleColor - If the Source is set to Simple Color this value is used instead of the Color Gradient.


Particle Mode Secondary Bounces difPartModeBounces - when checked this option optimizes the calculation of GI for the smoke. In this mode the opacity is interpreted as a probability for absorption of the ray - like photons in real light.

Light Cache difLightCache - enables caching of the lighting for each point of the grid.

LC Subdivs Reduction difLightCacheSR - optional reduction of the light cache quality when using area lights. By default the lights will be sampled with their maximum subdivs.

See Also Tips and Tricks, Light cache and dense smokes

Scattering difScattering - allows the user to disable the scattering of the rays in the volume when GI is used and to select how to the light will be calculated. When the scattering is disabled the additional multiplier can be used to adjust the the brightness of the diffuse color.


Multiplier difMult - diffuse multiplier when the Scattering is disabled.