Houdini 16.5 Galleries Materials gallery

Billowy Smoke

A billowy diffuse material designed specifically for volume objects.

Note

The volume noise will not affect the opacity of the volume. The shader changes the reflectivity, not the density by the noise.

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

Density Field

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

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.

Noise

Do Noise

If the toggle is off, the smoke will look like Basic Smoke.

Frequency

The scale of the noise pattern. Larger values give smaller, but not more detailed, patterns. Smaller values will benefit from higher Turbulence numbers. See aanoise for more information.

Amplitude

The bounds of the noise function are multiplied by this value. The Density is multiplied by the resultant value.

This then affects the opacity of the smoke.

Offset

This vector positions the noise on the object in x, y and z. An additional w parameter is provided to allow animating the noise over time. See aanoise for more information.

Roughness

This value sharpens or softens the edges of the noise. Lower values are softer, higher values sharper. Sharper edges may cause aliasing issues in motion. See aanoise for more information.

Turbulence

This value controls the amount of details in the noise. This is the number of times the noise function is called and summed. If the Frequency is high, there is no need for much detail, 1 or 2 should be plenty. This can effects the Amplitude of the noise as well since the summing will result in higher base values. See aanoise for more information.

Temperature

Temperature Field

The name of the volume to use as the temperature field. You can choose the field from the drop down menu.

The maps take the 0-1 interval of the source field. If your field isn’t in this range, you may need to prescale the fields accordingly.

Emission

Scale of how much light to emit. This is multiplied by the emission color, so if the emission color is black, no light is emitted. This allows a global scale of the amount of light so the temperature map can remain in a nice range.

Map Temperature to Emission Color

Temperature is mapped with this ramp to determine the light emitted per voxel. Emitted light does not have any opacity so it will will blow out rather than become opaque.

Map Temperature to Density Color

Temperature is mapped with this ramp to determine a color for the smoke. This is multiplied with the Smoke Color option to get the final smoke color.

Map Temperature to Density Opacity

Temperature 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.