Channel Data Shader



Through a unified user interface, the Channel Data Shader is capable of shading any channel data that is present within the .fxd output file. If the required channel was not exported during simulation, you will not be able to use it. In the case that this happens, you will need to run the simulation again, making sure to export the appropriate channel.

This shader does not work with mental ray.



Channel Data

Channel - Here, choose between Fuel, Fire, Smoke, Temperature, or Velocity.


Min. Value and Max. Value - These parameters define the limits for Color Gradient and Opacity AFC. If the data value is below the Min. Value, the medium will not be visible; if it is above the Max. Value, it will have the color that corresponds to the Max. Value.


Color Gradient - It can be set to a solid color or a gradient. The gradient depends on the chosen data value. In the gradient, the X-axis, from left to right, represents the progression from minimum to maximum value.


Ambient Color - Ambient Color in the 3ds Max Environment Panel does not affect FumeFX. Within FumeFX you can use this shader option instead. Note, though, that it only affects fuel, smoke, temperature and velocity in the Channel Data shader.


Opacity AFC - Use this option to adjust opacity of the chosen channel`s data. Right-click to Enable/Disable; left-click to edit. When Opacity AFC is disabled, the intensity of the Color Gradient is used to modulate opacity. In the AFC, the X-axis from left to right means represents a progression from minimum to maximum amount of fuel. Refer to AFC and Gradient Control section of this reference for additional details on this feature.


Map Source - When there is a need for additional subtle details in the rendered output, two fluid mapping types are provided. Click this button to enable/disable Fluid Mapping, or World/Object Coordinates.


Fluid Mapping is good for animations since the viewer will get an impression of small details from a procedural map that follows the flow. A drawback of Fluid Mapping is that it has to be computed during the simulation; consequently, it requires more memory and slows down simulation (though not significantly).


The World/Object Coordinates option is excellent for still images. It requires neither computation nor memory during the simulation.


Map - Click on the button to choose a map from the Material/Map Browser. Use only 3D procedural maps for texturing a fluid. Since this map will have to be evaluated at each pixel, expect slower rendering times.


Visual Falloff - This value controls the rate of light drop-off inside the medium.


Shadow Falloff - This value controls the rate of light drop-off inside the medium for shadows. A higher value creates the impression of a thicker medium.


GI Multiplier - This option works with finalRender to adjust smoke`s global illumination intensity.


Cast Shadows - If on, the medium will cast shadows onto surrounding geometry and, if Receive Shadows is on, onto itself, as well.


Receive Shadows - If on, the medium will receive shadows created by surrounding geometry and, if Cast Shadows is on, from itself, as well.