| Render TOP | Rendertop | The Render TOP the particles are rendered with: its Lights cast the shadows and its Camera sets the scattering direction. |
| Map Resolution | Resolution | The width and height of each light's shadow map, in texels. Higher gives sharper shadows and costs more memory. |
| Layers | Layers | The number of depth layers per texel. They are spread from the nearest to the farthest particle of each texel, so few layers already cover the cloud. |
| Density Scale | Densityscale | How dark the shadows are: how much light every particle blocks (the Flow's Density Scale). |
| Shadow Bias | Bias | Moves the shadow lookup toward the light, in world units, so a particle shadows itself less. |
| Use Input Color | Usecolor | Uses the input Color as the base color of the particles. Off uses Base Color. |
| [+]Base Color | Basecolor | Sets the base color of the particles when Use Input Color is off. |
| Scattering | Scattering | Sets how much light the particles scatter toward the camera. |
| Absorption | Absorption | How much light the particles absorb along the ray. |
| Anisotropy | Anisotropy | How the particles scatter light: 0 evenly in every direction, above 0 forward (a cloud lit from behind glows at its edges), below 0 back toward the light. |
| Multiple Scattering | Multiplescattering | Adds the light that bounces around inside the cloud: a thick cloud gets a soft, bright interior instead of a dark core. |
| Multiple Scattering Amount | Msamount | Scales the multiple scattering. |
| Octaves | Msoctaves | The number of light bounces the multiple scattering approximates. More octaves carry light deeper into a dense cloud, for a brighter, softer interior. |
| Octave Depth | Msdepth | How far each bounce reaches into the cloud. Higher is a deeper, milkier glow; lower keeps the bounced light near the lit side. |
| [+]Ambient Color | Ambientcolor | Sets the color of the light around the cloud, the sky. It lights the particles in shadow. |
| Ambient Intensity | Ambientintensity | The strength of the ambient light. 0 leaves the shadowed particles black. |
| Material | Material | Sets the material of the particles. The internal Point Sprite MAT is used by default. |
| Point Size | Pointsize | Sets the point size of the particles. |
| Opacity | Opacity | How opaque each particle is: the alpha it is drawn with, and how much light it blocks in the shadows. |