Arnold Points
Arnold can render particles as points, discs or quads. For each particle group you can specify if it`ll be rendered as geometry or point.
For rendering, all Arnold points will use one material from first point-particle on the list. All point-particles will have the same material.
Enabled - If disabled, Arnold point rendering will be disabled for all particle groups.
Particles
These settings refer to NodeWorks particles that are set to render as Arnold points.
Render Mode - It is possible to render particle as Disk, Sphere or Quad. The size of shape will be taken from particle size attribute.
Point Scale - This is the master scale for particles that will be rendered as Arnold points.
Min Pixel Width - Minimum shape size in pixels.
PhysX PBD Foam
Use these settings to control PBD Foam point rendering.
Render Mode - It is possible to render foam particle as Disk, Sphere or Quad.
Point Scale - This is the master scale for all PBD Foam particles that are present in the scene.
Min Pixel Width - Minimum point size in pixels.
Step Size - When using Arnold renderer, user can render foam particles as volumes. This would require that user has Arnold Standard Volume material for foam and to use appropriate Step Size.
Scale By Density- Adjusts each foam particle`s radius based on the number of surrounding foam particles.
Density Threshold- Foam particles with a number of neighboring particles exceeding the defined threshold will remain unchanged. Those with fewer neighboring particles will be scaled down based on the local foam density.
Minimum Size- This is the minimum scale factor for scaled-down particles. Increase this value to ensure particles remain visible even in regions of low foam density.
Shadows
Cast Shadows - Choose if shape will cast shadows to other objects.
Receive Shadows - Choose if shape will receive shadows from other objects.
Self Shadows - Choose if shape will receive its own shadow.
Visibility
Camera - Choose if shape will be visible to the camera.
Diffuse Transmit - Choose if shape will be visible to the diffuse transmission rays.
Specular Transmit - Choose if shape will be visible to the specular transmission rays.
Diffuse Reflect - Choose if shape will be visible to the diffuse reflection rays.
Specular Reflect - Choose if shape will be visible to the specular reflection rays.
Volume Scatter - Choose if shape will be visible to the volume scattering rays.
Subsurface Scatter - Choose if shape will be visible to the subsurface scattering rays.