Emission on the other hand, controls the overall intensity and color of light emitted by the fire.Įach of these components relies on a set of volumes to do its work. Smoke is mainly controlled by its density and color. Some renders such as chimney smoke, dust clouds, and other generic smoke elements only need to be shaded as smoke. The combination of these two components make up the final volume render. Alternatively, you can break the material reference and examine renders as you tweak parameters on the assigned shader. Turn on Enable Mask and find values for Mask Center and Mask Width that produce the desired results in the viewport. Turn on Use Blur Steps to further smooth out the scatter area.Įxamine frames from the beginning, middle, and end of your simulation while refining the aforementioned parameters. Values can serve as a starting value, and you can tweak it further to fine-tune the look.Īdjust Scale and Hot Core Scale for the intensity of the scatter.Ĭhange the amount of blurring based on the size of your simulation. To find an appropriate setting, you can begin by calculating the maximum temperature value over a few sample frames. Know your maximum temperature values on the frames you are testing, and adjust Source Range accordingly.īy increasing the minimum value of Source Range, you will cut off the low temperature values so they will not contribute to the scattered emission.įirst set the maximum value of the Source Range. Turn off Enable Mask to visualize the full extent of the scatter without masking. Turn on Enable Scatter on the Scatter tab.
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