General

Attributes

Additional Lights

General

The parameters here control the calculations of the emissive part of light. This part is the most important when rendering fire.


Attributes

Emission

Source emSource - the source channel passed to the shader.

 


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

 

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

 

Modulate emModulate - 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 emRampOffset_t, emRampOffset_s, emRampOffset_v, emRampOffset_f - sets the ramp starting position. All preceding positions will use the value at the start of the ramp.

 

Temperature/Smoke/Velocity/Fuel Scale emRampScale_t, emRampScale_s, emRampScale_v, emRampScale_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.

 

Luminance Scale emRampMaxValue - the maximum luminance value in the ramp.

 

Color emRampColor_t, emRampColor_s, emRampColor_v, emRampColor_f - the color of the light as a function of the selected channel's value. This color is multiplied by the luminance to achieve the real value that will be used.

 

Ignore Alpha emIgnoreAlpha - switches between physical and detached shading.

 

Luminance rampemRampLuminance_t emRampLuminance_s emRampLuminance_v emRampLuminance_f - the intensity of the emitted light is determined by the function represented in the ramp control. The argument (X axis) is the value of the selected source channel, and the luminance value (Y axis) is multiplied by the color of the light from the gradient control above.

 

See Also Avoiding grid artifacts on the source surface

Additional lights


This section controls the point lights added to the scene to imitate the emission of the flame. They can be used instead of real GI to light up the scene. In animation however, a huge number of point lights is needed to prevent flickering (>200).

 

Count emLightsCount - the number of point lights added to the scene.


Power Multiplier emLightsPowerMult - the proper power of the lights is calculated automatically. This multiplier is applied to that calculation and can be used to change the resulting power.


Radius Multiplier emLightsRadiusMult - the proper radius of the lights is calculated automatically. This multiplier is applied to that calculation and can be used to change the resulting radius.


Cut Off Threshold emLightsCutoff - this parameter specifies a threshold for the light intensity, below which the light will not be computed. Larger values cut away more from the light; lower values make the light range larger. If you specify 0.0, the light will be always calculated. Can be used to optimize the rendering speed.


Always Enabled emLightsPersist - enables the additional lights even when the rendering of the fluid/emission is disabled.


Self Shadowing emLightsSelfShadow - enables self shadowing of the smoke from the point lights.

 

Placing emLightsPlacing - specifies a placing method for the additional lights.


Sampling emLightsSampling - specifies the sampling method used during rendering.


Subdivs emLightsSubdivs - this value controls the number of samples V-Ray takes to compute lighting when using DMC sampling. Lower values mean more noisy results, but will render faster. Higher values produce smoother results but take more time. Note that the actual number of samples also depends on the DMC Sampler settings.


Caustics Subdivs emLightsCaustSubdivs - this value is used by V-Ray when calculating caustics from the emissive lights. Lower values mean more noisy results, but will render faster. Higher values produce smoother results but take more time.


Calculate - shows the position of the additional lights in the viewport.