The compound "emRPC"
This is the main compound of the plug-in. Its "Execute" output port is typically plugged into the last port of the
"ICETree" node, so that the particles are rendered after the rest of the ICE Tree has been evaluated.
In order for the emRPC compound to work properly it must also have the "emRPC Settings Particles/Shadows/Strands" plugged into it. These compounds contain the settings for particles, shadows and strands.
A typically emRPC setup should look like this:

The Input Ports / Parameters:
On the right you can see the property page of the "emRPC" compound.
Below is a brief description of all the parameters.
- Main parameters
- Enable
- Enables/disables the renderer. If disabled, the compound does absolutely nothing.
- Options (Miscellaneous)
- Display Progress Bar
- If enabled, then a progress bar with a cancel button is displayed during rendering.
- Options (File Settings)
- Write Images to Disk
- Enable this to render and write images. In some cases you might want to disable this, for example when you are using the OGL preview mode (see next parameter group "Options (OGL Preview)").
- File Format
- The file format for the output pictures.
Available formats:
- Targa (8 bit per color channel, rle compressed)
- Softimage (8 bit per color channel, rle compressed)
- SGI (8 bit per color channel, uncompressed)
- SGI (16 bit per color channel, uncompressed)
- OpenEXR (HDR, zip compressed)
- Append this to Filename
-
This defines the characters that are appended to the output filename that is defined in the current pass.
Example: let's say the scene output is set to
"C:\Temp\Frames" and the passes filename is set to "MyPic". If you render the pass with XSI and Mental Ray the picture sequence would look like this:
"C:\Temp\Frames\MyPic.1.pic"
"C:\Temp\Frames\MyPic.2.pic"
"C:\Temp\Frames\MyPic.3.pic"
etc.
Let's say "Append this to Filename" is set to "rpc" and the picture format is set to "SGI".
The picture sequence produced by emRPC would then look like this:
"C:\Temp\Frames\MyPic_rpc.1.sgi"
"C:\Temp\Frames\MyPic_rpc.2.sgi"
"C:\Temp\Frames\MyPic_rpc.3.sgi"
etc.
- Options (OGL Preview)
These parameters allow you to get an OGL preview of what emRPC is rendering.
Note that this only works for particles, not for strands.
- Set Particle Colors from Rendering
- If enabled, then the colors that were calculated by the renderer are mapped onto the particles.
- Set Alpha=1
- If enabled, then the particles alpha is set equal 1.
- Options (Rendering)
- Threading
- The emRPC renderer is multithreaded. With this option you tell the renderer how many cores your CPU has. It will then use an appropriate number of threads for rendering.
- Background Color
- The background RGBA color of the output pictures.
- Anti-Alias
- If enabled, then the entire picture is anti aliased (=> render time is 2-4 times longer!).
This is off by default, because particles are always rendered with anti aliasing. When using masks, though, it might be necessary to turn this on, because masks have no anti-alias due to the z-buffering algorithm used.
- Render Strands
- If enabled, then strands are rendered, too.
Note that strands are not rendered as lines but as dots.
- Calculate Lightning only for visible Points
- If enabled, then lightning is only calculated for particles that are visible by the (current passes) camera, thus resulting in better render times, especially when calculating shadows.
- Calculate Shadows
- If enabled, then shadows are calculated depending on the light settings and "emRPC Settings Shadow" compound.
- Options (Rendering) - Masks
- Use visible Meshes as Masks
- If enabled, then all polygon meshes (that are visible for rendering) are used as masks.
- Shrink
- If enabled, then the outer line of a mask is not used. This helps reduce the toon-like lines around masked objects during compositing.
- Cast-Shadows-on-Masks
- If enabled, then the particles cast shadows on the masks. The shadows can be rendered into the Alpha channel or into the RGBA channels.
- Shadow-Factor-Percentage
- High values produce harder shadows, low values produce smoother shadows.
- Maximum Shadow Darkness
- Defines the maximum darkness of the shadows.
- Auto Fade-out giant Particles
Particles that are very close to the camera are of course very big. With these parameters those "giant" particles can automatically be faded out, resulting in better render times and nicer results, especially when the camera is flying through a particle cloud.
- Fade Active
- Enable the automatic fade-out (recommended).
- Fade Start
- Percentage of output x-resolution where fading starts.
- Fade End
- Percentage of output x-resolution where fading ends.
The Output Ports:
- Execute
- Plug the compound into an execute port (typically the last port of the "ICETree" node).
The compound "emRPC Settings Particle"
This compound contains the settings concerning particles, below a screenshot of the compound and its property page as well as a short description of all parameters.
Important: all the parameters of this compound have the context "per object or point of point cloud" !

The Input Ports:
- Rendering
- Drawing
- The mode in which the particles are drawn: "normal", "additive" or "screen".
- Shape
- The shape in which the particles are drawn.
- Shading
- The shading mode. If this is not "Constant (without Shadows)" then the visible lights in the scene are used to illuminate the particles and/or calculate the shadows.
- Shadows
- Cast
- Amount of shadow a particle can cast.
- Multiply Cast Value by Alpha
- If enabled, then the above "Cast" value is multiplied with the particle alpha value => the lower the alpha the less shadow a particle casts.
- Receive
- Amount of shadow a particle can receive.
- Size
- Size
- Defines the particle size to use during rendering.
- Multiplier
- Depending on the value of the above parameter "Size" this value will be either ignored or multiplied with the particle's size.
- Pixels
- Depending on the value of the above parameter "Size" this value defines the absolute size in pixels.
- Color
- Color
- Defines the particle color to use during rendering.
- Multiplier (RGBA)
- Depending on the value of the above parameter "Color" this RGBA value will be either ignored or multiplied with the particle's color or multiplied with the RGBA values of the parameter "Fixed (RGBA)".
- Fixed (RGBA)
- Depending on the value of the above parameter "Color" this RGBA value is ignored or used instead of the original particle's color.
- Shadow Multiplier (RGB) - Overall Shadow Multiplier
- An overall color multiplier that is typically used with the compound "emRPC Simple Shadow Caster".
The Output Port:
- Particle Settings
- Plug this output port into the "Particle Settings" input port of an "emRPC" compound.
The compound "emRPC Settings Strand"
This compound contains the settings concerning strands.
It is identical to the compound emRPC Settings Particle except for its first parameter called "Subdivision".
The Input Ports:
- Rendering
- Subdivision
- Sets the subdivision level for the strands.
Note: emRPC only renders the strand points.
- For a description of the other parameters please go here: emRPC Settings Particle.
The Output Port:
- Strand Settings
- Plug this output port into the "Strand Settings" input port of an "emRPC" compound.
The compound "emRPC Settings Shadow"
This compound contains the shadow settings, below is a screenshot of the compound and its property page as well as a short description of all parameters.

The Input Ports:
- Self-Shadowing
- Enable Self-Shadowing
- Enable/disable self-shadowing.
- Amount
- Amount of self-shadowing.
- Level-of-Detail
- The level of detail for the shadows. Using higher values will produce more detail (if needed) but also uses more memory space and calculations.
Note: this actually defines the cell size of the octree by setting the cell size equal 1 / LOD.
- Caster-Size-Multiplier
- This value can be used to increase the size of particles when they cast shadows.
If for example you have very small particles that hardly cast any shadow you can increase this value to make them virtually bigger so that they cast more shadows but are still drawn in their original size.
- Shadow-Factor-Percentage
- The smaller this value the more particles are needed to produce much shadow. Using high values (>50%) results in more (harder) shadow, lower values produce softer shadows.
- Maximum-Shadow-Darkness
- Defines the maximum darkness of the shadows.
- Octree
- Percentage-of-Particles-to-use-in-the-Octree
- The name says it all: this defines the percentage of the input particles that are used in the octree. When working with many particles (>1.000.000) it most often is not necessary to use all of them in the octree. Values of about 20% will produce nearly the same results but significantly reduce the time it takes to build the octree.
- Density-Limit
- The maximum density of an octree cell.
- Memory-Limit(MBytes)
- The maximum amount of memory (in megabytes) that may be used for the octree.
- Interpolation-between-Cells
- Defines the octree cell interpolation: "None", Tri-Linear" or "Tri-Sine", the latter producing the best results.
- Plot Cubes rather than Spheres
- When particles are added to the octree they can either be considered as cubes (faster, but not as accurate) or spheres.
- Strength (Blur)
- Strength of the octree blur. Blurring the octree produces smoother shadows and less artefacts.
- Iterations (Blur)
- Amount of iterations when blurring the octree. More iteration result in more blurriness.
- Caster Visibility Interval
- Use Fade-in Interval
- In Start
- In End
- Use Fade-out Interval
- Out Start
- Out End
- Caster near Light Distance
- Use Distance
- In Start
- In End
The Output Port:
- Shadow Settings
- Plug this output port into the "Shadow Settings" input port of an "emRPC" compound.
The compound "emRPC Simple Shadow Caster"
This compound expects a light and some geometry as input and outputs a simple RGB shadow to be used for the compounds "emRPC Settings Particle" and "emRPC Settings Strand".

The Input Ports:
- Main Parameters
- Enable
- If enable, then calculate and output shadows.
- Amount
- Amount of shadowing.
- Shadow Color
- The shadow's RGB color.
- In Light Name
- The light's name.
Note: only the position (point lights) and orientation (for infinite lights) are used, all other light parameters are ignored.
- In Geometry
- The geometry (polygon meshes / surface meshes) that shall cast shadows.
Note: only the geometry is used, any other parameters (i.e. render visibility parameters) are ignored.
The Output Port:
- Shadow (Multiplier)
- Plug this output port into the "Shadow Multiplier (RGB)" input port of an "emRPC Settings Particle" or "emRPC Settings Strand" compound.