Visual Falloff – This value controls how far light can penetrate into fuel. Illumination Map – If you turn this checkbox off, the rendering process will be much slower. If using Gradient option, fuel will use Color Gradient for shading. Type – Select the slot type were this texmap is used. This will generate one more window Noise Controller: This will not reduce the illumination map file size and will have no effect if the illumination map is loaded from disk. This option is not used for rendering if Separate Alpha option is unchecked.
If the data value is below the Min. This has no effect on opacity or global illumination. When shading based on the temperature, interpolation occurs between Min. Fire Strength – This sets Fire illumination strength. It requires neither computation nor memory during the simulation. Input values range from Min. Sharpen Strength – This is the sharpening strength of the fire shader. Refer to the AFC and Gradient Control section of this reference for additional details on this feature.
Sharpen Strengt h – This is the sharpening strength of the smoke shader. It requires neither fimefx nor memory during the simulation. Before we start working on this tab, we have to place lights in the scene. Color Source – User can choose between two options: Since this map will have to be evaluated at each pixel, expect slower rendering times.
Use the spinner to set this value. Input values range from Min. Opacity Map Source – When there is a need for additional subtle details in the rendered output, two fluid mapping types are provided.
This is important as we can program the fire and smoke to appear only from the white areas. This color gradient corresponds to the amount of fuel still left to burn.
Visual Falloff – This value controls the rate of light drop-off inside the medium. Do not forget to export velocities to FumeFX caches as well. Grid option means that smoke will get colors from the Color channel.
Now you will see the Simulation button has changed from green to orange. To begin the render, after the simulation, go to Render Setup. A higher value creates the impression of thicker smoke. While this option is selected, the map cache is automatically used for subsequent renderings, regardless of any changes to light settings. The gradient depends on the chosen data value. So for that reason, you must check the Cache button before rendering.
Keep the Output Path the same as the main path we used in the General Settings section. Now just right-click on that button and select Assign Controller; a new window Assign Float Controller will appear. Just hit the Simulation button and it will take around 1 to 2 hours to complete the Simulation. Refer to the AFC and Gradient Control section of this reference for additional details on this feature.
Fire This rollout is where you can adjust opacity and color settings for the Fire Channel. Keep in mind that for the Black-body shader, temperature diffusion during the simulation will tend to blur-out the fine detail! We need to apply the following settings to these before we adjust the FumeFX settings.
As I mentioned before, there are different types of techniques you can use to make the small scale fire and smoke effect, but we are going to use Object Source.
Shadow support is dependent on the shader.
This option is not supported for Arnold renderer. Cache Map To Disk – During cats, the illumination map is saved to disk as illumination is pre-computed for each frame. Grid option means that fuel will get colors from the Color channel.
Fire Strength – This sets Fire illumination strength. Since this map will have to be evaluated at each pixel, expect slower rendering times. Then go to the Shadow Parameters tab and turn on the Atmosphere Shadows, and again, keep everything else default.
Color Gradien t – Smoke color can be set to a solid color or to a gradient. Fuel Color Sourc e – User can choose between two options: Value, it will have the color that corresponds to the Max.
Color – Fuel can only be a solid color. The X axis represents input values and Y axis represents output values.
Fumefx: Smoke doesn’t receive nor cast shadows. : 3dsmax
It is usually calculated much faster than an illumination map and cannot be cached. A rumefx value creates the impression of a thicker medium.
Sharpen Radiu s – The radius of the sharpen filter in voxels. So get ready for a blast; sorry, not a blast You might be questioning why we are using a map in our effects — it’s because I want to generate fire and smoke from a certain area; for example, here, I want to generate the fire from the center of the plane.
Now we are ready to start the simulation. Sharpen Radius — The radius of the sharpen filter in voxels. Smoke Strength – This sets Smoke illumination strength. If smoke density is below the Min. Within FumeFX you can use this shader option instead. Use only 3D procedural maps for texturing a fluid.