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Uniform Volume

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

This material provides a fast and efficient way to turn a normal surface geometry into a fog volume. For speed, it assumes the interior of the object has constant density and color.

The geometry must be a closed, manifold, watertight surface.

Note

This only works with raytraced rendering, not with micropolygon renders.

Parameters

Smoke Color

This is the color of the fog. It is constant throughout the object and cannot be varied.

Cloud Density

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

Shadow Density

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

Scattering Phase

Controls how isotropic the bouncing of light from the fog is. 1 results in forward scattering, -1 in backscattering, and 0 is an equal isotropic scattering. This only has an effect in PBR renders.

Receive Shadows

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

If PBR is used, shadows are always present so this has no effect.

Note

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

See also

Materials gallery

  • UV Map

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

  • Background Plate

    Implements an example shader for background matte object in Karma.

  • 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.

  • 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.