Houdini 16.5 Galleries Materials gallery

Basic Flame

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

This material is a constant shader. The density value is used as a lookup into the list of colors or the texture map. This value does not determine the opacity of the smoke. No lighting is needed with this material. It is treated as an emitter, so there is no self-shadowing.

Parameters

Values between the two have a density of Flame Density. (If it is

a shadow pass, they have a density of shadow density)

high colors are blended together to create a ramp that is used.

Low Value

If the density is less than this value, the smoke is transparent.

Low Color

If the density is less or equal to the low value, this color is used. Defaults to orange.

Mid Value

This si the midpoint of the color and transparency ramps.

Mid Color

If the density equals the mid value, this color is used. Otherwise the color is a blended ramp towards either the high or low colors. Defaults to yellow.

High Value

If the density is higher than the high value, it is clamped to the high value. The exception is if Hollow Interior is on in which case it returns to transparent.

High Color

If the density is higher or equal to the high value, this color is used. Defaults to white.

Texture Map

If a texture map is specified, that map is used as the color ramp and fit between the low and high values. If the texture map has an alpha component that value is used as the opacity of the flames.

Flame Density

Values between the two have a density of Flame Density.

Shadow Density

This is density used for the shadow pass.

Hollow Interior

If this toggle is on, the opacity returns to transparent, rather than staying at the high value.

Emission

Controls an additive component to the flame. Rather than obscuring the scene behind the flame, the flame will have no alpha and just add to the brightness making it more of a light source.

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.