←ALL OPERATORS
> tools

OSM

tools/osm·v1.5.1
IN:1  OUT:1

OSM (opacity shadow map) looks at the particles from every light of a Render TOP and measures how much light each particle loses on its way through the cloud. It outputs the input points with a lit Color and a Shadow value, so dense particles darken what is behind them and colored particles tint the light that passes through.

Map Resolution, Layers and Density Scale set the shadow detail and darkness, while Scattering, Absorption, Anisotropy, multiple scattering and an ambient color shape how the cloud glows, in the same lighting model as the POPX Flow smoke. Place it last before rendering, after the simulation and modifiers; it draws the points with an internal Point Sprite MAT or any material that reads Color.

PAGEOSM
Render TOPRendertopThe Render TOP the particles are rendered with: its Lights cast the shadows and its Camera sets the scattering direction.
Map ResolutionResolutionThe width and height of each light's shadow map, in texels. Higher gives sharper shadows and costs more memory.
LayersLayersThe 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 ScaleDensityscaleHow dark the shadows are: how much light every particle blocks (the Flow's Density Scale).
Shadow BiasBiasMoves the shadow lookup toward the light, in world units, so a particle shadows itself less.
Use Input ColorUsecolorUses the input Color as the base color of the particles. Off uses Base Color.
ScatteringScatteringSets how much light the particles scatter toward the camera.
AbsorptionAbsorptionHow much light the particles absorb along the ray.
AnisotropyAnisotropyHow 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 ScatteringMultiplescatteringAdds the light that bounces around inside the cloud: a thick cloud gets a soft, bright interior instead of a dark core.
Multiple Scattering AmountMsamountScales the multiple scattering.
OctavesMsoctavesThe number of light bounces the multiple scattering approximates. More octaves carry light deeper into a dense cloud, for a brighter, softer interior.
Octave DepthMsdepthHow far each bounce reaches into the cloud. Higher is a deeper, milkier glow; lower keeps the bounced light near the lit side.
Ambient IntensityAmbientintensityThe strength of the ambient light. 0 leaves the shadowed particles black.
MaterialMaterialSets the material of the particles. The internal Point Sprite MAT is used by default.
Point SizePointsizeSets the point size of the particles.
OpacityOpacityHow opaque each particle is: the alpha it is drawn with, and how much light it blocks in the shadows.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - POPX/POP Geometry
Output 0 POP - POPX/POP Geometry