Particle Explosion

| General Property Page | Sparks Property Page | Smoke and Flame Property Pages

Shader Type: Particle (material)

Output: Color (RGB) value

When applied to a particle cloud, this shader renders particles according to their explosion structures and particle types (smoke, flame, and sparks).

Name

The shader’s name. Enter any name you like, or leave the default.

General Property Page

Get File Name from User Data

Name of the PTP file to be used.

Integration

Ray steps

Number of steps in the ray marching phase. High values produce better results but take longer to calculate. Try a value of 20 for previews, and 40 for final renders. If artifacts appear in the image in the parts rendered by Explosion, they may be caused by an insufficient number of steps. If so, raise this value to 40 or 50, or more.

Sparks Property Page

ID

For PTP files generated by particles, you must associate the appropriate ID of each phase. The phase ID numbers are given in the Sparks property editor (Particle ID). If you don’t want this phase to be rendered, enter -1 in this box.

Radius Jitter

The radius of the particles is taken from the PTP file. If this parameter is 0, the particles are rendered as spheres. Higher values introduce a noise in the size, varying with the radial directions, so each particle assumes a non-spherical form. The deviation from the sphere shape increases with higher values.

Light Emission

Get RGB from Particle Type

Uses the RGB values defined for the current particle type.

Get Alpha from Particle Type

Uses the alpha value defined for the current particle type.

Emission color

Color of the emission for this phase. The check boxes below the color sliders let you replace this color (RGB values and/or Alpha value) with the corresponding values read from the PTP file.

In the file, there is only one color for each particle, so if you use both the Diffuse and Emission color and read them from the file, the same color is used. When tuning the Flame phase, you should focus on the Emission component; for Smoke, use only the Diffuse component.

Emission intensity

The coefficient that is a multiplier for the emission color. This changes the overall intensity of the emitted light without opening the Explosion property editor and recalculating the PTP files, if you only want to modify the emission intensity (in case you are reading this color from the files).

Emission turbulence

Amount of noise in the emission color.

Light Diffusion

Diffusion intensity

The coefficient that is a multiplier for the diffuse color (as read from the file). This allows you to change the overall intensity of the diffused light without interference from the ambient light. Also, you don’t need to open the Explosion property editor and recalculate the PTP files if you only want to modify the diffuse intensity (in case you are reading this color from the files).

Ambient

The coefficient that indicates which fraction of the diffuse color (as read from the file) is to be used for ambient illumination. 0 = no ambient light; 1 = an ambient color is equal to the diffuse color.

Diffusion turbulence

Amount of noise in the diffuse color.

Turbulence

Turbulence pattern

Displays a menu for different patterns of noise: Classic, Wired, Galaxy, Rocher, Virus, or Amoeba.

Iterations

Number of iterations in the computation of the turbulence.

Scale

Scaling factor of the pattern used to obtain the noise effect. It is the granularity of the turbulence pattern; the higher the value, the smaller the size of visible details.

Power

Multiplication factor of the noise between two consecutive iterations.

Time shift

If this value is 0, the turbulence pattern is static; if you want the pattern to vary with time, use a value greater than 0. Higher values mean a faster change in the pattern.

Scale Turbulence with Structures

Scales the noise pattern according to the size of the Explosion structures (Sparks, Smoke, or Flame structures).

Smoke and Flame Property Pages

The parameters are the same as on the Sparks Property Page except for:

Density

Each particle gives a contribution to the density of the media (flame, smoke). The contribution is proportional to the density; the light absorbed, diffused, or emitted by each elemental volume is proportional to its density.



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