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To better visualize how the Octave parameter affects the noise pattern, lets look at it through a 2D cross section:
5 octaves of noise shown individually, and then added together to form the final noise. Notice how the final noise retains some of its original shape from the first octave (in this case a medium Persistance was used, see below)
PersistanceThis parameter controls how "persistant" the noise is through each octave. With a high setting, the initial noise pattern quickly disappears, while the frequency of the noise increases: Example of using 5 octaves, and a high Persistance such as 0.9 -notice in the result how the initial noise pattern is not really present anymore because of the high frequency/small wavelength noise
On the other hand, if the Persistance is very low, the noise pattern will dissipate very quickly with each octave: Still using 5 octaves, but a small Persistance such as 0.1 - notice how the initial noise pattern is largely unaffected, no matter how many octaves you specify.
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Particle based
This type of volumetric will create density based on particles, either loading a particle file or by adding the Maxwell volumetric modifier to a particle simulation in your main application (please consult the documentation of your plugin on how to do this).
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Particle file formats currently supported
For more information about these formats, please see this page in the RealFlow documentation. |
Radius multiplier
For any density to be visible in the render, the particles must first of all have a certain initial radius. This is determined by you when you create the particle simulation, depending on which scale you work in, and at what scale you have exported your scene to Maxwell. This parameter lets you multiply that radius - in case the particles have a too small radius, or you want to change the look of the volumetric. Increasing this parameter has the effect of making a more "puffy" less defined look.
If nothing appears in the render, this is the first parameter you should change.