Graphics Reference
In-Depth Information
The fire_smoke material we set in the Node Editor is made exactly as shown in the
previous volume recipes of this chapter. It consists of all the three shader nodes that can
be used for a Volume: the Volume Scatter, the Volume Absorption and the Emission shaders,
driven by the flame, density and color attributes we wrote in the Name field of the Attribute
nodes and coming from the smoke simulation.
See also
F http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Smoke
F https://cgcookie.com/blender/lessons/02-cycles-fire-and-smoke/
F http://www.blendernation.com/2014/04/14/rendering-smoke-and-
fire-in-cycles/
Creating a shadeless material in Cycles
In this recipe, we will create a shadeless material, which is a material that behaves as self-
illuminated but does not actually emit any light on the nearby objects.
In the following screenshot, we can see the difference between a Plane with a shadeless
material and a Plane with an emitting material:
A shadeless Plane and an emitting Plane in comparison
 
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