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Liquid Smoke

A diffuse material designed specifically for interior of volume liquids.

Parameters

Smoke Intensity

This is an overall brightener/dimmer for the smoke color.

Use Smoke Color

If this toggle is off, the smoke color is ignored. If both Point Color and Smoke Color are off, the default color is white.

Smoke Color

This is the color of the smoke.

Use Point Color

If this toggle is on, the smoke color is multiplied by any point color. If both Point Color and Smoke Color are off, the default color is white.

Density

Smoke Density

The overall density of the smoke. Higher values are more opaque smoke that reflects light faster.

Shadow Density

This is the same as Smoke Density but is used in the shadow pass. This controls how much light the smoke will block.

Receive Shadows

If this toggle is on, the smoke tests for light visibility. Enabling shadows also enables self-shadowing.

Note

For performance reasons, it is recommended to use Shadow Maps for shadowed smoke.

Illuminance Angle

This is the angle of the cone, in which the smoke will test for shadows.

Bias

The cut off point for the depth field. Any voxels with a depth higher than this cutoff will be given the full smoke density, any voxels with less than this will get 0. Normally signed distance fields have the inside/outside cut off at 0, but mantra clips 0 regions of the volume, so for greater accuracy it is useful to bias the smoke values by at least one voxel diameter. Note that the same value as the bias needs to be added to the source depth field.

Depth

Depth Field

The name of the volume to use as the depth field.

The ramps use the range from bias to bias+max depth. If your source depth field is a signed distance field, you will have to invert and bias it, ie -$V+0.1 to apply a bias of 0.1 with a Volume Mix SOP. This is because signed distance fields use negative values for inside but Mantra will not render negative voxels to speed up rendering.

Map Depth to Density Color

The depth into the liquid is mapped to this color and then multiplied with the smoke color.

Map Depth to Density Opacity

Depth is mapped with this ramp to scale the final opacity of the smoke. This value is multiplied by the Smoke Density value.

See also

Materials gallery

  • UV Map

    This is basic diffuse material, no specular, with a map of colored and numbered squares.

  • Basic Flame

    A constant material where the density value of the volume drives the color ramp.

  • Basic Liquid

    A reflective refractive material for liquids using ray tracing.

  • Basic Smoke

    A diffuse material designed specifically for volume objects.

  • Billowy Smoke

    A billowy diffuse material designed specifically for volume objects.

  • Checkerboard

    This is a basic material with checked color map.

  • Clay

    This is basic diffuse material without specular.

  • Constant

    This is a constant material with optional maps for color and opacity.

  • Constant Smoke

    A diffuse unlit material designed specifically for volume objects.

  • Decal

    This material applies a texture an object.

  • Dust Puff

    A material suitable for using particles to render smoke or fog.

  • Fluid Fire

    A constant material where the density value of the volume drives the color ramp.

  • Glow

    This is a constant material, which represents the angle between the camera and the surface normal.

  • Liquid Smoke

    A diffuse material designed specifically for interior of volume liquids.

  • Ocean Surface

    This material gives the appearance of an ocean surface.

  • Shadow Matte

    Implements a shadowmatte shader that occludes geometry behind the surface being rendered.

  • Show Normal

    This is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color.

  • Show Shading Point

    This is a constant material showing the value of the shading point’s x y z values in a red, green, blue color.

  • Show Tangent

    This is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color.

  • Show UV

    This is a constant material used to verify an objects texture coordinates.

  • Simple Ramp

    Simple but effective ramp surface shader which may be used as either an x-ray or toon material.

  • Sprite Fog

    A material suitable for using particles to render smoke or fog.

  • Uniform Volume

    Renders a closed surface as a volume consisting of a uniform fog.

  • Wispy Smoke

    A wispy diffuse material designed specifically for volume objects.