Mattistic Plume parameter overview (AE version)
The following list gives a basic description of the available parameters of the Mattistic Plume plugin for After Effects organized by category.
General
- License status: Opens a window to view the license status and activate a license (requires an internet connection).
- Use GPU: When enabled the plugin will try to use the graphics card to greatly accelerate rendering (requires CUDA or OpenCL).
- Blend method: When replace source is enabled the source is completely replaced by the image output of the plugin including the alpha channel. Can be used to apply the plugin to a solid and compositing it manually.
- voxel resolution: Affects how many voxels are generated which determines how detailed the end result will be. Every step doubles the amount of voxels. Higher values lead to longer render times.
- samples/voxel: How many samples to take for every voxel a camera ray passes through. Increasing this can help reduce sampling artifacts.
- dim. X/Y/Z: World dimensions of the volume before scaling.
Time
- step: A scaling factor for the speed of the animation.
- offset: An offset in frames for the starting point of the animation.
Camera
- motion blur: The amount of directional blur applied to fast movement. This is not true motion blur but an approximation applied as a 2D effect.
- exposure: A scaling factor for the brightness of the rendered image.
- white balance: The temperature in K that is considered white. Higher values add more red/orange tones to the image while lower values add more blue.
World
- scale: Scale of the world.
- offset X/Y/Z: World offset of the volume.
Shadow
- color: The color of the shadow cast by the smoke on the ground plane.
- density: The density of the shadow.
Indirect light
- ambient color: The color of the ambient light uniformly illuminating the volume. Fast but inaccurate.
- ambient scale: A scaling factor for the amount of ambient light the volume receives.
- scatter samples: The number of samples to take to simulate light bouncing around inside the volume (aka multiple scattering). Slow but accurate.
Smoke
- color: The color of the smoke when illuminated by a white light.
- absorption: A scaling factor for how quickly light is absorbed by the smoke as it shines through it.
- density: Scales the density of the smoke. This also impacts the brightness of the flames as some smoke is needed for the flames to be visible.
- diffuse: The density of a diffuse layer around the plume.
Fire
- heat: Scales the temperature of the fire. This influences both the brightness and the color of the flames. The actual brightness also depends on the smoke density and fire brightness parameters.
- brightness: Scales the brightness of the fire. The actual brightness also depends on the smoke density and fire heat parameters.
- saturation: The amount by which high values of the flames are desaturated.
- transition: The exponent of the transition towards the surface of the flame. Higher values lead to thinner flame surfaces.
- dissipation: The exponent of the transition away from the surface of the flame. Higher values lead to thinner flame surfaces.
Shape
- rotate: World rotation of the volume around an upward pointing axis.
- length: The length of the plume.
- bend: The curvature of the plume.
- knee: The point along the plume, from the bottom up, that marks the center of the curvature.
Look
- random seed: An initial value for the random number generator used to generate the turbulence and fuel variation.
- base radius: The radius of the plume at its base.
- top radius: The radius of the plume at its top.
- spread: The amount by which the puffs of smoke spread out from the center of the plume.
- motion: The speed by which the puffs of smoke rotate around themselves in the shape of a ring.
- fade in: Reduces the density of the plume near the base.
- fade out: Fades out the plume towards the top.