Skip to content

X-Particles Gaseous

This shader is used to render fire and smoke when using X-Particles.

00.png

Viewport image, showing an xpExplosiaFX simulation.

01.png

X-Particles Gaseous shader has been added to the fire and smoke sim in the image on the left, with settings displayed above.

xpGaseous Material_00.png

The X-Particles Gaseous option is in the Create tab, under Extensions.


xpGaseous Material_01.png

X-Particles Gaseous, Basic tab menu settings.

The name of the material.

The Cinema 4D layer (group of scene items that are being controlled together).


Set as Fast, by default, this drop-down governs how the voxels in the simulation are rendered.

The other options are: Smoothed and Custom.

The voxels are rendered without any smoothing.

A fixed smoothing amount is applied to the voxels.

With this option you can apply a custom amount of smoothing using the Smoothing parameter.

The amount of smoothing to apply when Voxel Mode is set to Custom.

If this box is checked, the voxel size is taken from the Domain object, if the material is applied to a domain.

If it is applied to an emitter, the voxel size is the radius setting in the emitter, multiplied by 2.

If applied to an emitter it is recommended that this setting is unchecked and a custom size set in Voxel Size.

The voxel size used for rendering, if Auto Voxel Size is unchecked.


xpGaseous Material_02.png

X-Particles Gaseous, Smoke tab menu settings.

Set as Smoke, by default, this drop-down enables you to select where the smoke values are taken from.

You can take the smoke values from any of the physical properties.

The other options available are: None, Temperature, Fire and Fuel.

The smoke values are mapped to the Color and Transparency gradients so that values at, or less than, the minimum are given the color from the gradient’s left edge while values at, or higher than, the maximum are given the color from the gradient’s right edge.

The color of the smoke, mapped from the smoke value.

The transparency of the smoke, mapped from the smoke value.

A texture such as a Noise shader can be applied to the smoke values from UV coordinates generated by the domain simulation.

This helps to give more details into lower resolution simulations.

This is the illumination model used.

Isotropic illuminates the smoke irrelevant of light and view direction.

The other models all change the illumination based on light and view direction.

Clouds/smoke tend to be darker when the light source is behind them (the light is scattered); when the light is in front and reflecting they are brighter.

The different models (Henyey-Greenstein, Double Henyey-Greenstein, Schlick and Rayleigh, as well as the Anisotropy option) enable you to change how they appear.

This option changes whether the smoke is darker with the light behind or in front.

Only available in the Double Henyey-Greenstein illumination model.

It also changes the illumination in combination with Anisotropy to simulate the scattering of light.

These are best tried to see their effect with a light source.

This controls how opaque the smoke is, lower for wispy smoke and higher for thick dark smoke.

These are the common controls over the color.

They help with tweaking the colors of the simulation, rather than having to make many small changes to the gradients.

This controls the opacity of the shadow cast by the smoke.

Higher values represent greater opacity.

This controls the opacity of any shadows falling on the smoke.

Higher values represent greater opacity.


xpGaseous Material_03.png

X-Particles Gaseous, Fire tab menu settings.

This drop-down enables you to select where the fire values are taken from.

By default this is Fire, but you can take the fire values from any of the physical properties.

The other options are: None, Temperature, Smoke and Fuel.

The fire values are mapped to the Color and Transparency gradients so that values at or less than the minimum are given the color from the gradient’s left edge,

Values at, or higher than, the maximum, are given the color from the gradient’s right edge.

This drop-down enables you to select where the temperature values are taken from.

By default this is As Fire, but you can take the temperature values from any of the physical properties.

The other options are: None, Temperature, Smoke, Fire and Fuel.

If this box is checked, the fire colors use a physically-based black body color, and cannot be edited.

If it is unchecked, the colors in the Color gradient can be altered as desired.

The color of the fire, mapped from the fire value (see Fire Min and Fire Max, above).

Clicking the drop-down arrow, next to Color will reveal the Mapping parameter.

This drop-down will map the colors to a variety of different color spaces, depending on the desired output.

For example, if displaying the result on a PAL device you would choose PAL in the drop-down.

The list has six options: NTSC, PAL, SMPTE, HDTV, CIE and CIE REC 790.

The temperature values are mapped to the Color gradient so that values at or less than the minimum are given the color from the gradient’s left edge.

Values at, or higher than, the maximum, are given the color from the gradient’s right edge.

This setting controls the power used for black body illumination.

The physically correct value is 4, but this produces such a large range it is not easily used when rendering.

Lower values reduce the power and are therefore more manageable when rendered.

Fire produces a huge dynamic range of colors.

This setting lets you change where the white point is in that range, making the colors easier to manage.

The transparency of the fire, mapped from the fire value (see Fire Min and Fire Max, above).

A texture such as a Noise shader can be applied to the fire values from UV coordinates generated by the domain simulation.

This helps to give more details into lower resolution simulations.

Increasing this value will make the fire more opaque.

This setting is used to control the dynamic range needed for fire, either to reduce it or boost it.

These are the common controls over the color.

They help with tweaking the colors of the simulation rather than having to make many small changes to the gradients.

You can use these settings to boost these color components, for example to give a redder fire.

This saves having to constantly tweak the gradient.

A value above zero enables the fire to cast a shadow.

Generally flames don’t cast a shadow unless under very bright external light sources or if the light source is absorbed by the flame.


Copyright © 2026 INSYDIUM LTD. All rights reserved.