PhoenixFD Simulator > Rendering
The Rendering rollout holds the parameters for the PhoenixFD fluid shader. To render particles, see PhoenixFD Foam.
Enable Rendering render - enables/disables the rendering of the simulator.
Jittering rendJittering - when rendering a volumetric object some artifacts can occur due to the regular advancing step. To prevent this a small random offset can be added using this checkbox.
Step rendStep - the advancing step. Reducing the value increases the render quality. 100% corresponds to a step of one cell.
Soft Boundaries rendSoftBound - the Phoenix shader has the capability to make the content near to the grid's boundaries more transparent, suppressing in this way the undesired visualization of the edges. This parameter controls how far from the boundaries to start the process.
Sampler Type rendSamplerType - the sampling method determines how to calculate the values in the points with non-integer coordinates, i.e. the interpolation type:
Wrap XYZ rendWrapX, rendWrapY, rendWrapZ] - determines how to sample cells at the boundary of the fluid. If the wrapping is enabled, cells from the opposite side are used, instead of the normal clamping.
Render gizmos can be used to specify exactly which region of the simulator must be rendered. This can be used to hide artifacts, hide overlapping or create interesting effects.
Use Gizmo rendUseGizmo - enables the use of rendering gizmo.
Invert Gizmo rendInvGizmo - enables the shading only outside the gizmo geometry. This is not the same as a gizmo with inverted geometry, because any rays that do not intersect the gizmo will be shaded, too.
Gizmo rendGizmo - specifies a geometry (only polygon meshes are supported) that will clip the rendering.
Used for some effects like solid rendering, heat haze, displacement etc. For example when rendering liquids, you must specify the liquid channel in the Source Channel and set the Surface Level to the desired value after which the liquid is assumed solid.
Source Channel rendEffectChanne - the source channel passed to the shader
Texture rendEffectTex - if the source channel is set to Texture, this slot specifies the texture.
Surface Level rendSurfLevel_t, rendSurfLevel_s, rendSurfLevel_v, rendSurfLevel_f, rendSurfLevel_x - the cut off level.
Invert Normal rendInvertNorm - when set, the normal points to the bigger values of the channel.
Displacement Amount rendDispl, rendDisplEnbl - enables the displacement and allows you to specify a displacement multiplier.
Surface Driven rendDispltSurf - switches between volumetric and surface driven displacement. More information can be found here.
Coarse, Coarse, Fine rendDisplCoarse0, rendDisplCoarse1, rendDisplFine - three textures for the displacement stages. The last one is the fine displacement.
This group affects the rendering with V-Ray.
Geometry Mode rendGeomMode - when checked, the object is rendered like a geometry, not like a volumetric. If not used in Solid Mode, it is slower than the normal volumetric rendering, but allows using of some effects like Heat Haze.
Solid Mode rendSolidMode - enables solid mode rendering.
Heat Haze rendHeatHaze, rendHeatHazeEnbl] - traces the ray changing its direction according to the gradient of the effects channel. Value=1 corresponds approximately to the normal heat haze in air caused by the temperature. If smoke or other channel is selected as source, you have to use bigger multiplier to achieve visible result.
UVW Bias rendUVWBias, rendUVWBiasEnbl - enables using a manual uvw bias when sampling textures. If disabled the uvw channel will be used directly if present.