The volume noise will not affect the opacity of the volume. The shader changes the reflectivity, not the density by the noise.
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.
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.
The name of the volume to use as the density field.
The overall density of the smoke. Higher values are more opaque smoke that reflects light faster.
This is the same as Smoke Density but is used in the shadow pass. This controls how much light the smoke will block.
If this toggle is on, the smoke tests for light visibility. Enabling shadows also enables self-shadowing.
For performance reasons, it is recommended to use Shadow Maps for shadowed smoke.
This is the angle of the cone, in which the smoke will test for shadows.
If the toggle is off, the smoke will look like Basic Smoke.
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.
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.
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.
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.
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.
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.
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.