Render

Emitter · Particle · Forces · Render

Find the section name shown in Entropy, then select it below. Control descriptions follow the product tooltips. Some sections appear only for the selected mode.

Sections

How to use these controls

Lighting

Controls the lights, shadows, and ambient response used to shade particles.

Use Comp Lights

Lights the scene with the composition's own Light layers instead of the preset. The top three non-ambient lights become key, fill and back; ambient lights add to the Ambient color. With no lights in the comp it falls back to the preset. Composer has no composition, so it keeps previewing the preset rig.

Light Preset

Chooses a three-light mood that sets the scene's key, fill, back, and ambient balance.

Options: Neutral · Soft Studio · Backlit · Bottom-lit · Dramatic · Cinematic · Warm · Cool.

Key Intensity

Scales the main light that defines form and direction. A value of 1 keeps the selected preset's authored level.

Key Light

Includes or removes the main light from the scene's lighting rig.

Fill Intensity

Scales the secondary light that softens shadows created by the key. A value of 1 keeps the selected preset's authored level.

Fill Light

Includes or removes the secondary light that softens contrast in the scene.

Back Intensity

Scales the rear light that separates particles from the background and creates rim highlights. A value of 1 keeps the preset's authored level.

Back Light

Includes or removes the rear light that creates edge separation and rim highlights.

Ambient

Sets the base light color applied from all directions, lifting areas that the key, fill, and back lights do not reach.

AO Strength

Darkens nearby creases and contact areas to add depth between overlapping surfaces. A value of 0 disables ambient occlusion.

AO Radius

Sets how far the ambient-occlusion pass searches for nearby surfaces. Larger values create broader contact shadows.

AO Bias

Sets the depth separation required before a nearby surface counts as an occluder. Raise it to reduce self-shadow speckles; too much removes fine contact shading.

AO Color

Sets the tint blended into areas darkened by ambient occlusion.

Motion Blur

Controls the streaking produced by particle motion during the camera exposure.

Motion Blur

Chooses whether blur follows the composition settings, stays on, or stays off. Comp Settings also needs the layer's motion-blur switch enabled. In Composer, Comp Settings behaves as On.

Options: Comp Settings · On · Off.

Shutter Angle

Sets how much of each frame contributes to the exposure. Wider angles create longer motion streaks; 180 degrees exposes for half a frame.

Shutter Phase

Moves the exposure window earlier or later relative to the current frame. With a 180-degree shutter, -90 degrees centers the exposure.

Motion Blur Samples

Sets how many subframe copies smooth each accumulated motion streak. Higher values reduce visible stepping but cost more to render.

Motion Blur Opacity

Adjusts the brightness retained when normal-blend sprite or geometry motion is spread into a streak. Add and Screen sprites ignore this control.

Depth Of Field

Controls which particle depths stay sharp and how strongly other depths blur.

Focus Distance

Sets the scene depth that stays sharp. Particles in front of or behind this plane become more blurred.

Focus Range

Sets the depth of the sharp band around the focus distance. Smaller values create a faster transition into blur.

Aperture

Controls the strength of out-of-focus blur. Zero keeps every particle sharp.

Chromatic Aberration

Adds red and blue color fringing to out-of-focus particles near the frame edges. It only appears when depth-of-field blur is active.

Use Comp Camera

Follows the active composition camera's focus distance and blur settings. Manual focus and aperture values apply when this is off or no camera is available. Focus Range and Chromatic Aberration stay live either way.

Time

Controls the speed and time offset of the complete particle simulation.

Physics Time Scale

Speeds up or slows down the simulation for every system on the layer. A value of 0 freezes motion without clearing the current frame.

Pre-run (seconds)

Runs the simulation invisibly before frame zero so the first visible frame can begin with an established particle state.

---

Emitter · Particle · Forces · Render

Documentation home