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Wispy Smoke material

A billowy diffuse material designed specifically for volume objects.

Parameters

Smoke Intensity

This is an overall brightener/dimmer for the smoke colour.

Use Smoke Color

If this toggle is off, the smoke colour is ignored. If both Point Color and Smoke Color are off, the defualt color is white.

Smoke Color

This is the colour of the smoke.

Use Point Color

If this toggle is on, the smoke colour is multiplied by any point colour. If both Point Color and Smoke Color are off, the defualt color is white.

Density

Density

This is the overall opacity of the smoke. The opacity of the smoke is attenuated throughout the depth of the volume object. Higher values are more opaque smoke which reflects light faster.

Smoke Density

The overall density is multiplied by this value. 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.

N.B. 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

Noise Type

Selects the type of noise pattern to use. Original Perlin noise and Perlin noise are very similar, but with slighty different characteristics. Sparse Convolution noise and Alligator noise are both similar to Voronoi noise, which is the pattern used for Wispy Smoke.

See turbulent for more information.

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 turbulent 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.

See turbulent for more information.

Offset

This vector positions the noise on the object in x, y and z. See turbulent 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 turbulent for more information.

Attenuation

This value shifts the median value of the noise. Values greater than 1, will dampen the noise down, whereas values less than 1 will sharpen the contrast between the noise values. See turbulent 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 turbulent for more information.