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Fluid Fire

A constant material where the density value of the volume drives the color ramp.

This material is a constant shader and is not affected by lighting. The surface color is uses the noramlfalloff VOP to determine the color. Normal Falloff is the cosine of the angle between the camera ray and the surface normal. The opacity is also determined with normal falloff plus a texture map. No lighting is needed with this material. It is treated as an emitter, so there is no self-shadowing.

Parameters

Flame Colors

Color Intensity

A multiplier to darken or brighten the surface color.

Color Shift

This is an exponent which effects how quickly the falloff goes to 0. Higher numbers make the center stronger and the edges more transparent. Or visa versa if the Flip toggle is on.

Tint with Point Color

If this box is checked and the point color, (Cd), is defined, then that color is multiplied with the result of the color ramp.

Flame Base Color

The first color in the ramp. When the driver of the spline is 0, this is the color returned. Defaults to very dark blue.

Flame Color 2

The next color in the ramp. When the driver of the spline is 0.2, this is the color returned. Defaults to deep purple.

Flame Color 3

The next color in the ramp. When the driver of the spline is 0.4, this is the color returned. Defaults to red.

Flame Color 4

The next color in the ramp. When the driver of the spline is 0.6, this is the color returned. Defaults to orange.

Flame Color 5

The next color in the ramp. When the driver of the spline is 0.8, this is the color returned. Defaults to yellow.

Flame Color 6

The last color in the ramp. When the driver of the spline is 1, this is the color returned. Defaults to white. More may be added as desired.

Pattern

Noise Frequency

This value controls how “wiggly” the flames are. Smaller values will benefit from higher Octaves values. Low Frequency and low Octaves give very smooth flames.

Noise Offset

This vector positions the noise in x, y, and z. This vector can be used to animate the flames. As an example, a positive $T times some speed value in y, gives the appearance the flames are “rising”. Positive values in x and negative values in z (or vise versa) give a “swirling” appearance.

Noise Jitter

This vector specifies the amount of jitter in x, y, and z. This affects the amount of variance in the displacement and therefore the color.

Noise Octaves

This value controls the amount of details in the noise. This is the number of times the noise function is called and added to the previous value. If the Frequency is high, there is no need for so much detail, 1 or 2 should be plenty. More octaves can affects the overall scale of the displacement as more summing will result in higher base values.

Octave Stepsize

This value determines the space between the Octaves. Lower values generate “looser” flames. Higher values give more frenzied flames.

See also

Materials gallery

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    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.