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Since | 18.0 |
See Pyro look development for information on using the parameters to achieve different flame and smoke looks.
This node is an extension of the Smoke Solver (Sparse). It considers an extra simulation field (
flame
, which captures the presence of flames) and adds some extra shaping parameters to allow for more control over the emergent look.
Setting Up ¶
The essential building blocks of a smoke simulation are the object, solver, and
sourcing. The Smoke Object (Sparse) node creates
a dynamic object containing the required fields, which are then evolved by the
solver as the simulation proceeds. The simplest smoke simulation needs the
following data:
-
density
scalar field that contains where and how much smoke is present; -
temperature
scalar field that’s used for buoyancy calculations; -
vel
vector field that captures the instantaneous motion of the smoke.
This solver takes care of ensuring these fields change in a manner consistent
with smoke, but sourcing is responsible for injecting these quantities through
the course of the simulation. For example, you may want to continuously add to
density
at the soot source or temperature
to cause hot regions to rise. See
pyro sourcing for more information.
Note
Tools under the Sparse Pyro FX shelf can be used to create setups involving the pyro solver.
Sparsity ¶
By default, this solver operates in sparse mode; that is, the needed
calculations are performed only in the areas of interest, as governed by the
active
field. This region is built by looking at the Reference Fields
parameter under the Resizing subtab of the Advanced tab: positive areas
of the specified fields are flagged as active. This intermediate active region
is then dilated to provide a buffer for smoke to expand into. With the
Reference Fields set to density
, for example, the solver will run its
operations near areas which have some soot, thereby concentrating the
computational effort to the smoke’s visible region.
Inactive areas in sparse mode are treated as vacuum that smoke is free to move into. As such, if there are two puffs of smoke blowing at each other, they will be completely invisible to one another until they come sufficiently close for their disjoint active regions to merge.
When Enable Sparse Solving is disabled under the aforementioned tab, the solver will work in dense mode, performing a full global solve everywhere within the domain. With the previous example involving two puffs of smoke, they will be immediately aware of each other’s presence. However, dense mode can be substantially slower in some cases.
Tip
You can enable Active Region visualization under the Guides tab of
the smoke object to see the active simulation
areas.
Flame Field ¶
The flame
field stores the remaining lifetime of reactants (such as fuel) that are transported by the flow. This field is replenished through sourcing, and the solver takes care of reducing its values and generating the desired outputs (per settings under the Flames tab). Depending on how close reactants are to depletion, they can
-
emit soot (enable Emit Smoke to affect the
density
field), -
increase temperature (enable Add Temperature to affect the
temperature
field), -
cause expansion (turn on Add Expansion to affect the
divergence
field).
Additionally, flame
can be used as the Emission Field for visualization (on the Smoke Object (Sparse)) or the Fire Intensity Field for rendering (on the
Pyro Shader).
For example, you may want reactants that release a lot of temperature as they are “young”, then start emitting soot as they are used up. Assuming flame
is being sourced with a value of 1, you can accomplish this by setting the Flame Range under Temperature to 0.5-1
, so that reactants generate a temperature output throughout the first half of their life. The Flame Range under Smoke can be set to 0.1-0.4
and remapped using a hill ramp. Then reactants will leave smoke behind during that part of their life; as long as the Flame Ramp evaluates to 0 at both of its endpoints, soot will be generated only within the specified Flame Range.
Inputs ¶
Objects
A smoke object to work on.
Note
When working in sparse mode, Enable Sparse Solving must be enabled on the smoke object.
Advection
Nodes attached to this input will be able to use the smoke’s accurate
velocity field. The Gas Advect node can be hooked up,
for instance, to advect the points of an attached geometry data along with
the smoke.
Note
It is not safe to modify the velocity through this input; use the Sourcing or Forces inputs instead.
Sourcing
This input should be used to modify the simulation fields, by sourcing with
a Volume Source, for example. It is important to
perform any sourcing that affects the active region in sparse mode through
this input.
Note
The active
field at this point is not up-to-date; thus, if you want to
perform an operation that can be done sparsely, it is best to use the
Forces input.
Forces
Microsolvers attached to this input will be run before the final pressure
projection. At this point, the active
field can be used as a stencil for
DOPs that support it.
Note
Before the nodes attached to this input are executed, the active
field
is updated to account for any operations that were performed in the
Sourcing input.
Parameters ¶
Simulation ¶
Calculate Speed Field
When enabled, the speed
field is computed at each time step. This field
stores lengths of the velocity vectors and can be used as the control field
to attenuate the strength of attached microsolvers and shape operators. For
example, you can weaken the effect of turbulence in areas with less motion
by using speed
as its control field.
Note
Speeds are calculated after advection and before any forces are applied.
Time Scale
A scaling factor for time inside this solver. 1 is normal speed, greater than 1 speeds up the simulation, while less than 1 slows it down.
Viscosity
A blur factor on the velocity field. A value of 0 allows adjacent voxels to move in different directions without resistance, creating a more chaotic, turbulent look. Higher values of this parameter result in a more coherent velocity field, creating a more flowing look.
Wind
Velocity of passive wind. This force is treated separately by advection, so the simulation velocity field will not reflect the presence of Wind.
Advection-Reflection ¶
Advection-Reflection
Advection-Reflection attempts to inject energy lost due to pressure projection back into the simulation. Enabling this option may exhibit better vortex retainment in the flow.
Disabled
No reflection is performed; this is the recommended setting for
simulations that involve non-zero goal divergence
, such as explosions.
Single-Project
Performs a single pressure projection per timestep and adds the removed velocity components back at the next step. This option is marginally slower than Disabled, but requires an extra vector field to be carried between timesteps.
Double-Project
Performs two pressure projections and velocity advection passes per timestep. This option is a lot slower than Single-Project, but may yield better results and stability.
Reflection Amount
Fraction of the projected velocities to re-inject when Advection-Reflection is not set to Disabled. Values near 1 will do a better job of conserving energy, but may result in instabilities.
The following video shows Single-Project mode.
The following video shows Double-Project mode.
Temperature ¶
Temperature Diffusion
A blur factor on the temperature field. Higher values diffuse the temperature out further, emulating the spread of heat from hotter to colder areas.
Cooling Rate
How fast the temperature field cools to zero.
Ambient Temp (K)
Temperature corresponding to value of 0 in the temperature
field (in
Kelvin). This represents the ambient temperature of the environment.
Reference Temp (K)
Temperature corresponding to value of 1 in the temperature
field (in
Kelvin). The temperature range is used to calculate strength of the buoyancy
force.
Note
In general, value of T
in the temperature
field corresponds to a
temperature of
Ambient Temp (K) + T * (Reference Temp (K) - Ambient Temp (K))
.
Buoyancy Scale
Hot gas expands, causing it to rise due to lowered density. Acceleration due to buoyancy is calculated using values of the ambient and reference temperatures, as well as the Gravity settings. Value of this parameter is used as a multiplier for the buoyancy force.
Gravity ¶
Gravity Acceleration
Acceleration due to gravity. Stronger gravity results in stronger buoyancy forces.
Gravity Direction
The direction in which gravity pulls. Hotter gas will tend to rise in the opposite direction.
Density Influences Gravity ¶
Enable Density Influences Gravity
Enable this to apply the gravity force on the fluid, scaled based on the density (or some other specified simulation field). With default settings of the parameters in this tab, it has the effect of making denser regions of the fluid fall faster.
Gravity Scale
Scales the overall gravity force applied to the fluid.
Density Field
Specifies the fluid simulation field that will be used to scale the gravity force.
Density Range
The range of values of the Density Field that get mapped to 0-1
.
Density Ramp
Ramp that controls the strength of gravity to be applied, based on the remapped Density Field.
Terminal Velocity
Parts of the fluid with a velocity in the direction of gravity greater than or equal to this value will not have any gravity force applied to it. Enable this if you find that the fluid is accelerating due to gravity more than desired. Increase this value if you find that the gravity force deactivates too early.
Flames ¶
Parameters in this tab of the solver control evolution of the flame
field and its effect on the simulation. Three possible outputs can be generated from flame
: soot (density
field), heat (temperature
field), and expansion (divergence
field). Each of these sets has an amount, a flame range, and the option to remap the flame field. The flame
value is first fitted from the respective flame range to the 0-1
range; if remapping is turned on, the ramp is then evaluated at the fitted value. This number is then multiplied by the amount parameter to get the output, which is finally merged with the target field.
Flame Lifespan
The number of seconds it takes to use up a value of 1 in the flame
field.
Smoke ¶
Emit Smoke
When enabled, density is added to the simulation in the specified Flame Range.
Emission Amount
Amount of density output from the flame
field. This parameter acts as a multiplier for the remapped flame
value.
Merge Method
Controls how the output of the flame
field is mixed with the density
field.
Max
Larger of the two values is taken. This merge method ensures that density
does not keep accumulating.
Add
Output of the flame
field is scaled by the timestep and added to the density
field.
Flame Range
The range of values in the flame
field that will generate an output. The
flame
field is first fitted from this range to 0-1
; if Remap Flame
is enabled, the Flame Ramp is then evaluated at this value. The final
output is the product of this remapped flame
value and
Emission Amount.
Remap Flame
When enabled, Flame Ramp is evaluated at the refitted flame value (from
Flame Range to 0-1
) to generate the output.
Flame Ramp
Ramp that controls outputs at different flame
field values.
Use Control Field
When turned on, the emitted smoke amount is additionally scaled by the control field.
Control Field
The name of the field to use to affect smoke output.
Control Range
The range values in the Control Field that will generate an output.
Remap Control Field
Remaps (normalizes) the Control Field values based on the specified minimum and maximum. The output that is used for scaling is always in a range of 0
to 1
.
Control Field Ramp
Allows the Control Ramp to change how the control field should scale density output between the minimum and maximum values of Control Range.
Temperature ¶
Add Temperature
When enabled, temperature is added to the simulation in the specified Flame Range.
Temperature Amount
Amount of temperature output from the flame
field. This parameter acts as a multiplier for the remapped flame
value.
Merge Method
Controls how the output of the flame
field is mixed with the temperature
field.
Pull
Wherever output from the flame
field exceeds the temperature
value, temperature
is pushed towards the output. This merge method ensures that temperature
does not keep accumulating.
Add
Output of the flame
field is scaled by the timestep and added to the temperature
field.
Strength
How strongly the temperature
field values are pushed towards the hotter flame
output when Merge Method is set to Pull.
Flame Range
The range of values in the flame
field that will generate an output. The flame
field is first fitted from this range to 0-1
; if Remap Flame is enabled, the Flame Ramp is then evaluated at this value. The final output is the product of this remapped flame
value and Temperature Amount.
Remap Flame
When enabled, Flame Ramp is evaluated at the refitted flame value (from Flame Range to 0-1
) to generate the output.
Flame Ramp
Ramp that controls outputs at different flame
field values.
Use Control Field
When turned on, the emitted temperature amount is additionally scaled by the control field.
Control Field
The name of the field to use to affect temperature output.
Control Range
The range values in the Control Field that will generate an output.
Remap Control Field
Remaps (normalizes) the Control Field values based on the specified minimum and maximum.
The output is used for scaling is always in a range of 0
to 1.
Control Field Ramp
Enables the Control Ramp to change how the control field should scale temperature output between the minimum and maximum values of Control Range.
Expansion ¶
Add Expansion
When enabled, goal divergence is added to the simulation in the specified Flame Range, causing expansion.
Expansion Rate
Amount of divergence from the flame
field. Larger values result in a more violent expansion. Negative values cause the gas to be sucked inwards (instead of blown outwards).
Flame Range
The range of values in the flame
field that will generate an output. The flame
field is first fitted from this range to 0-1
; if Remap Flame is enabled, the Flame Ramp is then evaluated at this value. The final output is the product of this remapped flame
value and Expansion Rate.
Remap Flame
When enabled, Flame Ramp is evaluated at the refitted flame value (from Flame Range to 0-1
) to generate the output.
Flame Ramp
Ramp that controls outputs at different flame
field values.
Use Control Field
When turned on, the expansion is additionally scaled by the control field.
Control Field
The name of the field to use to affect the expansion.
Control Range
The range values in the Control Field that will generate an output.
Remap Control Field
Remaps (normalizes) the Control Field values based on the specified minimum and maximum.
The output is used for scaling is always in a range of 0
to 1
.
Control Field Ramp
Allows the Control Ramp to change how the control field should scale the expansion between the minimum and maximum values of Control Range.
Shape ¶
The shape of the resultant smoke can be greatly changed by tweaking the settings that are located in this section. Depending on values of these parameters, simulation results may fall anywhere between simple laminar smoke flow to small fires to huge explosions.
Dissipation reduces the density of smoke over time, so that it fades and eventually disappears. It is important to set an appropriate value for the Clamp Below parameter when performing a sparse simulation. Otherwise, tiny density values will linger and unnecessarily inflate the active simulation region.
Disturbance and shredding apply random forces to break up the simulation. Former exerts linear accelerations and is useful for breaking up smooth smoke caps. The latter rotates velocities to redirect the flow. Shredding is effective at adding chaotic motion without speeding up or slowing down the flow; it is especially useful for fire simulations, which are dominated by vertical licks when no shredding is used.
Turbulence can be used to add powerful large-scale noise to the simulation velocities.
Wind simulates a passive wind force that can be used to blow the smoke in a desired direction. This force is treated separately by advection, so the simulation velocity field will not reflect the presence of this wind.
Each shaping operation has a checkbox to turn it on and a scaling factor to
specify how strongly to apply it. There is also a tab containing further
parameters for each built-in operator. A common theme here is the control
field, which can be used to spatially attenuate strength of the shaping
operator. When enabled, value of the Control Field is fitted from the
Control Range to 0-1
; this is further passed through the
Control Ramp if Remap Control Field is enabled. The remapped control
value is then applied as a scaling factor on top of the global strength.
Dissipation
Causes smoke to disappear over time. Low values cause smoke to disappear
more slowly. A value of 0.1
, for example, means that 10%
of the
smoke will disappear every twenty-fourth of a second, whereas a value of
1
will make all smoke disappear immediately.
See the Dissipation tab below.
Disturbance
Introduces random forces to the simulation to add higher frequency details without changing the general motion or the overall shape. This operator is useful for breaking up undesirable smooth features in the smoke.
See the Disturbance tab below.
Shredding
Randomly redirects the flow without speeding it up or slowing it down. This operator is especially useful for flame simulations, where it can be used to emulate random motion of licks characteristic to fire.
See the Shredding tab below.
Turbulence
Adds “churning” noise to the velocity field. You should generally use this operator to add powerful large-scale noise, and rely on disturbance and shredding for smaller features.
See the Turbulence tab below.
Wind
Adds a passive wind to the simulation. This force is treated separately by advection, so the simulation velocity field will not reflect the presence of this wind.
See the Wind tab below.
Dissipation ¶
Clamp Below
When this option is turned on, density values that fall below the
provided threshold are driven all the way down to 0
. It is recommended
to leave this enabled for sparse simulations, for otherwise tiny density
values will keep the active region unnecessarily large.
Control Settings ¶
Control Field
When enabled, the force exerted is scaled by the content of this field.
Control Range
Map from this range of values in the control field.
Remap Control Field
Enables or disables the control field ramp.
Control Field Ramp
The ramp’s vertical axis is strength of the effect and the horizontal axis is the value in the control field.
Disturbance ¶
Threshold Field
Disturbance is meant to mimic random motion in the air surrounding the smoke. To this end, it is applied only where the value of the Threshold Field falls below Cutoff.
Cutoff
Disturbance is applied only where value of the Threshold Field falls below this Cutoff.
Mode
Controls the nature of the generated random vectors.
Continuous
Every voxel gets an independently-assigned random vector.
Block-Based
The random pattern is formed by composing several layers of blockwise-constant noise.
Reference Scale
Variance of the aggregated force over a region of this size will be equal to Disturbance amount when Mode is set to Continuous. Provides a scale for normalizing the force against voxel size. A larger value for this parameter will increase magnitude of the applied force.
Tip
You should set this parameter to a reasonable value for your scene scale and leave it there. The global Disturbance amount can be used to more finely control how much force is applied.
Base Block Size
Controls size of the biggest blocks in the generated noise pattern when Mode is set to Block-Based.
Pulse Length
Length of time (in seconds) that the noise pattern is held fixed; only applies when Mode is set to Block-Based.
Note
The noise pattern changes on every frame in Continuous mode.
Lacunarity
The ratio of block sizes between successive noise layers. Value of 2
, for
example, means that the first layer has blocks that are twice the size of
the second layer; the second layer will in turn have blocks that are twice
as large as the next layer. This parameter is only applicable in
Block-Based mode.
Roughness
The ratio of amplitudes between successive noise layers. Value of 0.5
, for
instance, means that the second layer will have half the amplitude of the
first one. This parameter is only applicable in Block-Based mode.
Tip
Lower Roughness values will better preserve the block structure in
the generated noise, whereas higher ones (nearing or exceeding 1
) will
yield more chaotic patterns resembling white noise.
Max Octaves
The maximum number of noise levels to compose in Block-Based mode.
Control Settings ¶
Control Field
When enabled, the force exerted is scaled by the content of this field.
Control Range
Map from this range of values in the control field.
Remap Control Field
Enables or disables the control field ramp.
Control Field Ramp
The ramp’s vertical axis is strength of the effect and the horizontal axis is the value in the control field.
Visualization ¶
Visualize Strength
This option can be enabled to visualize strength of the applied force at different points in space.
Note
The strengths will also be saved into the Visualization Field.
Visualization Field
When Visualize Strength is enabled, the amount of applied force at each voxel is stored in this scalar field.
Mode
Determines how the visualization will appear in the viewport.
Plane
Viewport will show a color-coded cutout of the strength field.
Smoke
Viewport will show a fog volume whose denser areas correspond to regions of higher applied strength.
Plane Orientation
Orientation of the cutting plane for Plane visualization.
Plane Position
Relative position of the cutting plane inside the bounding box.
Color Mapping
Controls how strength values are mapped from the Guide Range to colors.
Guide Range
Range of strength values that gets mapped into the 0-1
range before color
conversion. The final visualization colors are controlled by
Color Mapping.
Smoke Density
Multiplier on density of the fog volume representing force strength.
Shredding ¶
Shredding Field
Shredding is meant to add chaotic motion inside the fire. To this end,
value of the Shredding Field (flame
by default) is fitted from the
Field Range to 0-1
to act as a multiplier on top of the global
Shredding amount.
Field Range
Shredding Field value is fitted from this range to 0-1
to act as a
multiplier on top of the global Shredding amount.
Base Block Size
Controls size of the biggest blocks in the generated noise pattern when Mode is set to Block-Based.
Pulse Length
Length of time (in seconds) that the noise pattern is held fixed; only applies when Mode is set to Block-Based.
Note
The noise pattern changes on every frame in Continuous mode.
Lacunarity
The ratio of block sizes between successive noise layers. Value of 2
, for
example, means that the first layer has blocks that are twice the size of
the second layer; the second layer will in turn have blocks that are twice
as large as the next layer. This parameter is only applicable in
Block-Based mode.
Roughness
The ratio of amplitudes between successive noise layers. Value of 0.5
, for
instance, means that the second layer will have half the amplitude of the
first one. This parameter is only applicable in Block-Based mode.
Tip
Lower Roughness values will better preserve the block structure in
the generated noise, whereas higher ones (nearing or exceeding 1
) will
yield more chaotic patterns resembling white noise.
Max Octaves
The maximum number of noise levels to compose in Block-Based mode.
Control Settings ¶
Control Field
When enabled, the force exerted is scaled by the content of this field.
Control Range
Map from this range of values in the control field.
Remap Control Field
Enables or disables the control field ramp.
Control Field Ramp
The ramp’s vertical axis is strength of the effect and the horizontal axis is the value in the control field.
Visualization ¶
Visualize Strength
This option can be enabled to visualize strength of the applied force at different points in space.
Note
The strengths will also be saved into the Visualization Field.
Visualization Field
When Visualize Strength is enabled, the amount of applied force at each voxel is stored in this scalar field.
Mode
Determines how the visualization will appear in the viewport.
Plane
Viewport will show a color-coded cutout of the strength field.
Smoke
Viewport will show a fog volume whose denser areas correspond to regions of higher applied strength.
Plane Orientation
Orientation of the cutting plane for Plane visualization.
Plane Position
Relative position of the cutting plane inside the bounding box.
Color Mapping
Controls how strength values are mapped from the Guide Range to colors.
Guide Range
Range of strength values that gets mapped into the 0-1
range before color
conversion. The final visualization colors are controlled by
Color Mapping.
Smoke Density
Multiplier on density of the fog volume representing force strength.
Turbulence ¶
Swirl Size
Base swirl size in world units. Lower values produce smaller, more localized vortices, while larger values give rise to coherent long-range forces.
Grain
Controls the ratio of amplitudes between successive noise bands. Higher values increase the prevalence of higher-frequency vortices (smaller than the base Swirl Size).
Pulse Length
Governs how fast the noise evolves. Higher values of this parameter result in slower evolution.
Seed
Acts as an offset into the noise field. Change this value to modify the resultant forces.
Levels
Number of turbulence levels to apply. Each successive layer has half the swirl size, and amplitude of the previous layer scaled by Grain.
Influence Field
This field determines which areas are affected by turbulence. In particular, turbulence is applied wherever value of this field exceeds Influence Threshold.
Influence Range
When Use as Range is turned off, the turbulence is applied wherever value of the Influence Field exceeds the first component of this parameter, while second component is ignored. When Use as Range is turned on, the Influence Field is mapped from this range to 0-1
. This is used to scale the strength of the turbulence.
Use as Range
When turned off, the turbulence is applied wherever value of the Influence Field exceeds the first component of Influence Range. The second component is ignored. When this is on, the Influence Field is mapped from this range to 0-1
. This is used to scale the strength of the turbulence.
Control Settings ¶
Control Field
When enabled, the force exerted is scaled by the content of this field.
Control Range
Map from this range of values in the control field.
Remap Control Field
Enables or disables the control field ramp.
Control Field Ramp
The ramp’s vertical axis is strength of the effect and the horizontal axis is the value in the control field.
Visualization ¶
Visualize Turbulence
This option can be turned on to visualize the applied turbulence force.
Plane Orientation
Orientation of the cutting plane for visualization.
Visualization Type
The method for coloring the force streamers. See
Vector Field Visualization help for
more information on these types.
Visualization Mode
Determines how values in the Visualization Range are converted to colors.
Visualization Scale
Magnitude of the force is multiplied by this value to calculate the actual speed to use when the Visualization Mode is set to Speed.
Note
The magnitude is scaled by this value before mapping from the Visualization Range.
Plane Position
Relative position of the cutting plane inside the bounding box.
Streamer Length
Distance in world space that each streamer will travel.
Note
Streamer lengths are not indicative of force magnitude.
Streamer Minimum Speed
The cut-off force magnitude at which the streamers will be abandoned.
Visualization Range
When Visualization Mode is set to Speed, the scaled force
magnitude is fitted from this range to 0-1
before being mapped to
color (per Visualization Mode).
Wind ¶
Wind Direction
Which direction the wind is blowing in. The actual wind velocity is the product of Wind Direction and Wind strength.
Color ¶
The solver is capable of managing the smoke object’s color data. To this
end, it takes care of two fields: Cd
, which stores the color value that
can be used as the Diffuse Field for visualization, and Alpha
, which
contains the amount of color at each point in space. The Alpha
field is
important for determining how colors should be mixed. For example, if white
and black smoke mix, the resultant gray will be lighter if the white
component has a higher Alpha
value. The clip below provides a visual
comparison: yellow smoke in the right clip is sourced with a larger value of
Alpha
.
Dissipation
Causes the amount of color to reduce over time. By default, only the
Alpha
channel is dissipated; this does not directly affect smoke’s
color, but makes it easier to mix in new color via sourcing. When
Only Dissipate Alpha is disabled (under the Dissipation subtab),
Cd
values will also decay toward the smoke’s Default Color (as set
on the Smoke Object (Sparse) node).
Blur
Blurs the smoke’s color field by mixing its values in neighborhoods of the given size.
Sharpening
Sharpens the smoke’s color field, effectively discouraging mixing of different colors.
Note
Large values of the sharpening parameter may introduce visible artifacts. In some cases, the added noise can be reduced by increasing the sharpening Threshold.
Dissipation ¶
When dissipation is on, the amount of color in the smoke reduces over time, making it easier to source new color. If Only Dissipate Alpha is turned off, then the smoke’s color will also dissipate toward the smoke’s default color.
Only Dissipate Alpha
When this option is turned on, only the Alpha
values are affected by
dissipation: this makes it easier to color “older” smoke through
sourcing. Disabling this parameter will cause dissipation to also drive
Cd
values toward the smoke’s default color. That is, when
Only Dissipate Alpha is turned off, the smoke will gradually change
its color back to the default value.
Control Field
When enabled, the force exerted is scaled by the content of this field.
Control Range
Map from this range of values in the control field.
Remap Control Field
Enables or disables the control field ramp.
Control Field Ramp
The ramp’s vertical axis is strength of the effect and the horizontal axis is the value in the control field.
Blur ¶
Blur encourages mixing of smoke colors.
Radius
Controls how far out the colors will blur per second.
Filter
Shape of the blur kernel.
Sharpening ¶
See also |