ver. 4.2.2  
  Rendering  
  - AfterBurn supports Sitni Satiís FusionWorks atmospheric renderer that is accessed via the Environment rollout. The effect is highly customizable, as is control over quality/speed demands.

AfterBurn comes with three different rendering engines:

- RayMarcher engine is a high-quality rendering engine in AfterBurn. It is capable of producing very crisp shadows on high-density smoke, explosions and clouds. Light interaction algorithms provide superb lighting and shadowing. However, they have a serious impact on the rendering speed because of complex calculations between AfterBurn and light interaction. Therefore, use it only if you really need the photorealistic output that the Raymarcher offers in your animation. Use AfterBurn Shadow Map to reduce rending time significantly.

- The OctaneShader provides up to 10 times the rendering speed of the RayMarcher, but lacks the latterís crisp, self-shadowed volumetrics. This render engine is good for light dust and background smoke or "atmosphere" in your scenes

- HyperSolids is a completely different approach in volumetrics rendering and itís built into AfterBurn since version 2.0. Using this technology it is possible to render liquids and other objects without a single polygon. Along with metaball shape, users can create liquids and similar continuous surfaces that render very fast. With built in antialiasing the effect renders smooth, without artifacts.



- AfterBurn volumetric effect can be seen through surface with refraction applied, and also seen on reflective one. User can also decide weather the effect will be visible to camera, reflections or refractions.

- Geometry Clipping enables that particles that are contained inside a geometry do not render outside of it



Since AfterBurn has its own buffers for storing age values, Z-buffer, and ID's for each AfterBurn volumetric pixel, one can apply Video Post filters to true volumetric effects. AfterBurn can also occlude lens flare effects

Cell shader features up to three colors that can be used for shadow/midtone/highlights. Position of every color can be set to desired value, so transition from light to dark areas can occur at any level of illumination.