Fluid Node

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With some special effects FurryBall supports there is the need to let the user change and tune some custom parameters. Fluid Node is another settings node in FurryBall, it is connected directly to a fluidShape and adds several new attributes.


To be able to use attributes described below a fluid node has to be attached to a fluid you want to adjust settings for. To attach fluid node to a fluid, just select the fluid(s) and select 'Add Fluid Attributes' from the main FurryBall menu. There is always a 'New' menu item and a list of existing fluid nodes in the submenu, so you can create and attach a new fluid node or attach an existing one that is already used elsewhere. See User Interface section for more details on other settings nodes.




Common


Ignore Fog

Environment fog has no effect on this fluid.


Maya Volume Samples Override

When this is checked. Number of samples is not determined in fluidShape, but by the value behind this check box.


Volume Samples

Set the number of samples.

NOTE: Those samples are defined per Maya unit not per voxel. It is very useful. You can even set less than 1 sample per voxel to accelerate rendering (great for tuning scenes)


Noise Unit Scale

Use to fine tune fluid noise or remove visible repetitive pattern.


Depth Opacity Multiplier

Multiplies the final per-pixel gathered opacity when generating depth. Use this and the next parameter to adjust DoF when using Fluids.


Depth Center

Center for generating depth. Zero means the nearest part of fluid and one means the farthest part.


Sort Priority

Fluids with same sort priority are rendered in distance from camera order. By this attribute you can control which fluids may be rendered in front or in back.


Edge Drop-off Remap

Fine tweak edge drop-off with distance from fluid center. Use this create complex drop-off patterns.




Shadows

Settings of depth map shadows for fluids. The PCF shadow blurring works in fluids. But it is slow. So we added some possibility how to speed it up. You probably don't need to filter shadows in fluids at all. But when you need to: you can use less samples and having feasible results.


Shadow Transparency

Defines how much are non-illuminated areas of fluid transparent. This feature enables you to create "light shafts" effect very easily.

Filter Samples Multiplier

Multiplies number of samples defined in FurryBall Light Node.


Filter Samples Max

Maximum of the shadow samples. This will protect you for waiting too long for your render if you coincidently set too many samples.




Phase function

Can be used for having more physically correct results of fluid renderers. Phase Function can be used for approximating light scattering in clouds or smoke. Evaluation of phase function doesn't affect rendering performance.


Evaluate Phase Function

When checked, phase function is used for rendering


Phase Function Intensity

Sets the intensity of phase function


Phase Function Bias

Offsets the phase function value




Fluid from the back (Left without phase function, Right with).

Phase function has maximum effect on the side against the light

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