How to replicate the Emissive Masking parameter in Cycles?

I don´t think using fractal textures is the proper way, it looks fake, and like it was a render artifact mostly… and will not give a stable effect following the actual fluid motion.
Not even the internal Embergen engine uses any fractal textures to mask of the emission.

using various clamping, map range, gradients, light paths, for the density, or absorbtion, or color or mission and you should get a decent result.
Even curves…can be used.

but it takes a bit of a time to set up per actual fluid VDB file, and they are not all the same sort of :smile:

If we can get the powder effect almost in blender cycles for clouds, so should we be able to adapt to a look of emissive masking…which channels to best work on can be disputed though.

Blender Cycles test rendering of the Free VDB cloud pack - Software Support & Suggestions / EmberGen - JangaFX Software Forum

I would suggest look at how to shading clouds from Samuel Krug, it could give you some ideas on how to work with volumes in general, that should be adaptable to explosion fire emissive masking.

The main VDB file, is it any of the free vdb packages, something own generated or something, just to make sure one would work on the same density channel attributes, flame and so on.

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