Node List

Camera camera icon

This node represents a camera

  • Lock: Makes the camera immutable in the viewport

  • Projection: Projection mode of the camera

  • Position: Position of the camera

  • Pivot Distance: Distance between the pivot and the camera.

  • Yaw Angle: Yaw angle, in degrees.

  • Pitch Angle: Pitch angle, in degrees.

  • Roll Angle: Roll angle, in degrees.

  • Field Of View: Field of View in degrees.

  • Orthographic Width: Orthographics width/size.

  • Display Resolution: Resolution used in the render tab preview. This will also dictate its aspect ratio

  • Preview Scale to Fit: Toggling this will scale the displayed image such that it fills the entire viewport window while keeping the aspect ratio fixed

  • Display Scale: This will zoom in or out when displaying in the Preview window. (Only when Preview Scale to Fit is unchecked)

  • Render before tonemapping: Render the backplate before the tonemap pass

  • Use backplate: Use a backplate as camera background

  • Backplate frame rate: Backplate replay framerate

  • First frame: Backplate starting frame

  • Filename:

  • Filename prefix:

  • Filename:

  • Digit counter:

  • Initial count:

  • File count:

Camera: Look At camera icon

This node is a look at position for a camera.

  • Focus Position: Position of focus for the camera.

  • Coordinate Space: Coordinate space for the look at

  • Camera Position: Position of the camera.

  • Camera Radius: Distance from focus point for the camera.

  • Yaw Angle: Yaw angle, in degrees.

  • Pitch Angle: Polar angle, in degrees.

Color color icon

Color is a category of nodes outputting color values.

For a detailed explanation on how to use these nodes check out our Color page!

Color color node icon

This node represents a color.

  • Color: Pick your color.

  • Space: Pick a colorspace.

Color Gradient color gradient node icon

  • Interpolation Color Space:

Color Selector color selector node icon

Using a gradient as input, outputs a color from the gradient at the given position

  • Position: The position on the gradient of where to select the color from

Render render icon

This node represents a renderer.

  • Capture Types: Capture Type Set

  • Alpha Blending Mode: Premultiplied Alpha, also known as Composite Alpha, is expected to be blended in the following way: final_color = sampled_color + background_color * (1 - sampled_alpha) i.e. the alpha is already multiplied in compared to regular alpha blending.

In premultiplied mode, the flames are NOT part of the alpha channel and will simply be added on top of the rendering. In straight alpha mode, the flames alpha will be based on their luminosity

  • Flames alpha: Alpha intensity used to generate the alpha channel of the flames

  • Render background color: The color of the background in preview mode and export

  • Direct Light background color: The color of the background in preview mode and export

  • Ambient background color: The color of the background in preview mode and export

  • Emissive background color: The color of the background in preview mode and export

  • Scattering background color: The color of the background in preview mode and export

  • Emissive + Scattering background color: The color of the background in preview mode and export

  • Shapes background color: The color of the background in preview mode and export

  • Render shapes background color: The color of the background in preview mode and export

  • Ambient shapes background color: The color of the background in preview mode and export

  • Emissive shapes background color: The color of the background in preview mode and export

  • Scattering background color: The color of the background in preview mode and export

  • Emissive + scattering background color: The color of the background in preview mode and export

  • Invert Render Alpha: Invert the alpha channel, so you can use it as a mask and multiply by the background color before adding the render layer in RGB, giving you a premultiplied alpha blending

  • Render components: Defines which components are visible. Default is taking the state defined by the shading node in the graph

  • Render shapes components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Shadow shapes components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Alpha components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Motion vector components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Albedo components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Normal components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Derivative normal components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Depth components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Six points components: Defines which components are visible. Default is taking the state defined by the shading node in the graph.

  • Render all HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Render HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Direct light HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Ambient HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Emissive HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Scattering HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Emissive + Scattering HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Shapes Rendering: Rendering mode of the shapes(Ignore = not rendered, Regular = blocking smoke/flames and opaque, Holdout= blocking smoke/flames and translucent.)

  • Shapes Masking: When rendering shapes, masking of the parts covered by the volumetric.

  • Invert Shapes Alpha: Invert the alpha channel, so you can use it as a mask and multiply by the background color before adding the render layer in RGB, giving you a premultiplied alpha blending.

  • Render shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Direct light shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Ambient shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Emissive shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Scattering shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Emissive + Scattering shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Shadow shapes HDR: When HDR output is selected the tonemapping is bypassed and the full range of color can be exported to EXR format.

  • Depth Min: Minimal depth used by the exported range. Every depth under this value will be clamped to 0.

  • Depth Max: Maximal depth used by the exported range. Every depth above this value will be clamped to 1.

  • MV outer blur radius: Outer blur radius of the motion vector, used to expand the area covered by the motion vectors.

  • MV inner blur radius: Inner blur radius of the motion vector, used to remove unwanted details.

  • Temperature range min: Minimum temperature used by the exported range

  • Temperature range max: Maximum temperature used by the exported range

  • Smoke range min: Minimum smoke density used by the exported range.

  • Smoke range max: Maximum smoke density used by the exported range.

  • Flames range min: Minimum flames density used by the exported range.

  • Flames range max: Maximum flames density used by the exported range.

  • Emissive multiplier: Emissive contribution multiplier.

  • Normal shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals. Be aware that too strong shadowing will concentrate all the details only on the edges and too weak shadowing will create areas that will cancel each other.

  • Normal smoke density boost: Smoke density multiplier (same as the density scale in volume, just more accessible).

  • Normal intensity: Intensity of the reconstructed normal.

  • Normalize normal: Normalization of the normal or not.

  • Low frequencies: Low frequencies details contribution to masking

  • Medium frequencies: Medium frequencies details contribution to masking

  • High frequencies: High frequencies details contribution to masking

  • Smoke density boost: Smoke density multiplier (same as the density scale in volume, just more accessible).

  • Six points world space: When true, the light directions will be in world space and not relative to camera orientation.

  • Six points black background: When true, the background is black and the light is multiplied with the alpha of the smoke. When false, the light is adjusted to be independent of the alpha of the smoke.

  • Exposure adjustment: Exposure adjustment.

  • Gamma adjustment: Gamma adjustment.

  • Blacks adjustment: Blacks adjustment.

  • Whites adjustment: Whites adjustment.

  • Shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Top shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Bottom shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Right shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Left shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Back shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Front shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals.

  • Per direction parameters: Parameters can be defined per direction.

Light lights icon

Collection of nodes to light up your scene!

Point point light icon

This node represents a point light.

  • Position: The position of the light in 3D space.

  • Intensity: The intensity/strength of the light.

  • Color: The color of the light.

  • Bulb size: Size of the light bulb.

Directional directional light icon

This node represents a directional light.

  • Direction definition: How is the direction determined.

  • Azimuth: The rotation of the light.

  • Elevation: The elevation of the light.

  • Source position: The position of the light source in 3D space.

  • Target position: The position of the light target in 3D space.

  • Light intensity: The intensity/strength of the light.

  • Light color: The color of the light.

  • Inherit sun color: Inheritance of sun color.

Ambient ambient light icon

This node represents an ambient light.

  • Intensity: The intensity/strength of the light.

  • Color: The color of the light.

  • Occlusion color: Occlusion color used in sky occluded area.

  • Shadowing: Occlusion intensity of the ambient color. Higher values will result in more occlusion for the area not exposed to the sky.

  • Inherit sky color: Inheritance of sky color.

  • Position: The position of the light in 3D space.

Spot spotlight icon

This node represents a spotlight.

  • Position: The position of the light in 3D space.

  • Direction definition: Method of defining the direction of the spotlight.

  • Azimuth: The rotation of the light.

  • Elevation: The elevation of the light.

  • Target position: The position of the light target in 3D space.

  • Intensity: The intensity/strength of the light.

  • Color: The color of the light.

  • Cone angle: The opening of the light cone in degree.

  • Penumbra angle: The angle of the penumbra.

  • Penumbra ramp: Ramp of the penumbra.

  • Bulb size: Size of the light bulb.

Simulation simulation icon

This node represents the simulator.

  • Upscaling: Upscaling factor of the simulation: This will increase the simulation but will keep the shape of the original. Options are size by x2 (8x memory usage for data & velocity), x3 (27x memory usage), and x4(64x memory usage).

  • Minimum Bounds: Minimum bounds of the simulation.

  • Maximum Bounds: Maximum bounds of the simulation.

  • Voxel count: This determines both the voxel resolution of your simulation and how large the bounding box will be. The space occupied by a voxel is defined by the voxel size parameter.

  • Voxel size: Size of a voxel cell in meter.

  • Upscaling: Upscaling factor of the simulation: This will increase the simulation but will keep the shape of the original. Options are size by x2 (8x memory usage for data & velocity), x3 (27x memory usage), and x4(64x memory usage).

  • Minimum Bounds: Minimum bounds of the simulation.

  • Maximum Bounds: Maximum bounds of the simulation.

  • Voxel count: This determines both the voxel resolution of your simulation and how large the bounding box will be. The space occupied by a voxel is defined by the voxel size parameter.

  • Voxel size: Size of a voxel cell in meter.

  • Zero position on X: Zero positioning on X-axis

  • Zero position on Y: Zero positioning on Y-axis

  • Zero position on Z:

  • Advanced parameters: Access advanced lighting parameters.

  • Generated smoke: Quantity of smoke generated by combustion.

  • Smoke dissipation: How quickly the smoke will dissipate.

  • Flame intensity: Intensity of the flames/fire.

  • Expansion: Expansion/explosivity of the combustion.

  • Fast upscaler: Upscaling without advection, just rough upscale from low res. Only the masking phase is done in high res.

  • Looping Mode: The current looping mode of the simulation

  • Blending Mode: Looping simulation is blending between 2 consecutive time intervals. 1st interval and 2nd interval allow you to see those intervals isolated, Dynamic blend continues simulation after the inject, Static blend is doing a simpler blend of the two intervals.

  • Blending Curve: Curve is used to weigh the first and the second interval in the blend. Linear is recommended for static blend, Quintic is recommended for dynamic blend.

  • Freeze Simulation: Enabling this parameter will freeze the simulation state while still rendering and progressing the timeline.

  • Repeat Frame: What frame to reset the simulation at in Repeat Simulation looping mode.

  • Timestep: The inverse of the simulation time step. Larger values will give smoother movement but will take longer to compute.

  • Pause after exporting: Toggling this will make the simulation pause at the last exported frame.

  • Advection method: Determines how quantities are advected. The available options are:

    • Semi-Lagrangian will advect by tracing backward in time using the current velocity values. This mode will introduce some smearing, producing less sharp features.

    • BFECC performs multiple advection steps attempting to correct errors introduced by the Semi-Lagrangian mode. This will be more expensive than Semi-Lagrangian, but will in general produce more sharp shapes. This mode might be a bit unstable in some edge cases.

  • Advection accuracy: Determines what order of accuracy to use when backtracing during advection. Lower orders are faster than higher orders but less accurate.

  • Advect BFECC velocity: Determines whether the Velocity field will also be corrected during BFECC advection. Toggling this requires more memory and is slower, but might reduce some velocity dissipation.

  • Disable sticky colliders: If true, fuel, smoke and flames will be removed from colliders instead of being stuck in them.

  • Advection offset: Allows the advection part of the simulation to scroll the data with a constant velocity. A value of 1 results in 1 voxel per second movement.

  • Simulation Mode: The simulation mode: Basic or Combustion. The basic mode only has density and temperature. The combustion mode has smoke, fuel, temperature, and flames (burn). Fuel is burnt to produce heat/temperature and incomplete combustion produces smoke. Colored smoke has only density and RGB color, no temperature

  • Advect fuel: Defines if the fuel will be advected like the smoke and temperature or will just stay on the emitter.

  • Smoke advection flow: Quantity of smoke advected per frame.

  • Temperature advection flow:

  • Fuel advection flow:

  • Flames advection flow:

  • Color advection flow:

  • Force Tightness: With a tightness of 0%, extra force are added to the current simulation, with a tightness of 100% the extra forces are replacing completely the existing forces.

  • Oxygen in fuel: Percentage of oxygen pre-mixed in the fuel. The combustion requires an equal part of fuel and oxygen to ignite the fuel, the premix will ensure that the fuel will always be able to partly burn.

  • Combustion ignition temp: Temperature (in Kelvin) at which the will ignite if there is enough fuel and enough oxygen available.

  • Combustion temp gain: Temperature (in Kelvin) generated by the combustion of the fuel.

  • Combustion flames gain: The amount of flames generated for each unit of fuel that burns.

  • Combustion fuel loss: For each unit of fuel that burns, how much fuel should disappear per frame.

  • Combustion gas release: Gas released at combustion increases locally the pressure and expands the volume of flames/smoke.

  • Extinction smoke temp: Temperature under which flames are converted to smoke.

  • Extinction flames loss: Amount of flames lost for each unit of flames reaching extinction temperature.

  • Extinction smoke gain: Amount of smoke gained for each unit of flames reaching extinction temperature.

  • Progressive ignition: A value of 0% will enforce a strict test of the combustion temperature, higher values will spread the combustion over a wider range of temperatures.

  • Progressive extinction: A value of 0% will enforce a strict test of the extinction temperature, higher values will spread the extinction over a wider range of temperatures.

  • Temperature dissipation (*): The rate at which temperature is reduced per second. A value of 50% means half the temperature remains after 1 second, 25% of it remains after 2 seconds, etc.

  • Oxygen in flames (*): Oxygen in flames, allowing flames to burn more quickly.

  • Velocity dissipation (*): The rate at which velocity is reduced per second.

A value of 50% means half the velocity remains after 1 second, 25% of it remains after 2 seconds, etc.

  • Smoke dissipation (*): The rate at which smoke is reduced per second.

A value of 50% means half the smoke remains after 1 second, 25% of it remains after 2 seconds, etc.

  • Flames dissipation (*): The rate at which flames are reduced per second.

A value of 50% means half the flames remain after 1 second, 25% of it remains after 2 seconds, etc.

  • Fuel dissipation (*): The rate at which fuel is reduced per second.

A value of 50% means half the fuel remains after 1 second, 25% of it remains after 2 seconds, etc.

  • Smoke dissipation (-): The quantity of smoke removed per second.

  • Flames dissipation (-): The quantity of flames removed per second.

  • Fuel dissipation (-): The quantity of fuel removed per second.

  • Buoyancy: Add a force going up according to the temperature of the cell, expressed in percentage of gravity per 1000 Kelvin.

  • Smoke weight: Add a force going down according to the density of smoke in the cell, expressed in percentage of gravity per unit.

  • Fuel weight: Add a force going down according to the density of fuel in the cell, expressed in percentage of gravity per unit.

  • Pre advection vorticity: Do the vorticity confinement before the advection if true, otherwise, do it after the advection.

  • Vorticity intensity: The vorticity amplification factor. This will boost every small-scale vortices in the simulation.

  • Velocity mask: Influence of velocity on vorticity amplification. Larger velocities will generate more vorticity.

  • Temperature mask: Influence of temperature on vorticity amplification. Higher temperatures will generate more vorticity.

  • Smoke mask: Influence of smoke density on vorticity amplification. Denser smoke will generate more vorticity.

  • Constant mask: Base value of vorticity amplification (independent of velocity, temperature, and smoke density).

  • Large vorticity intensity: The large vorticity amplification factor. This will boost every large-scale vortices in the simulation.

  • Vorticity ramp: Spreading of the vorticity confinement, higher values reduce the vorticity on lower curl amount area.

  • Force Diffusion: Diffusion of the force, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Smoke Diffusion: Diffusion of the smoke, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Color Diffusion: Diffusion of the color, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Temperature Diffusion: Diffusion of the temperature, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Flames Diffusion: Diffusion of the flames, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Fuel Diffusion: Diffusion of the fuel, expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable.

  • Smoke diffusion by temperature: Smoke diffusion is modulated by the temperature.

  • Min temperature: Minimum temperature to diffuse the smoke.

  • Max temperature: Maximum temperature to diffuse the smoke.

  • Advection turbulence: Percentage of advection turbulence. Advection is modified according to an advected noise.

  • Smoke turbulence: Percentage of smoke turbulence. Smoke density is modified according to an advected noise.

  • Temperature turbulence: Percentage of temperature turbulence. Temperature is modified according to an advected noise.

  • Turbulence size: Size of turbulence. Higher values mean bigger turbulences.

  • Animation speed: Animation speed of the turbulence, a value of zero gives static turbulence.

  • Mask shape: The shape that will be used to mask out the simulation. What is masked here is removed from the simulation.

  • Mask intensity: The intensity of the mask. A higher value will remove more smoke/fuel/flame/temperature per frame.

  • Mask distance: Thickness of the mask. Higher values will remove smoke/fuel/flame/temperature deeper in the simulation.

  • Gravity multiplier: Overall gravity of the simulation.

  • Blocking Z- ground: Is the ground a collider blocking smoke/fuel/flames and temperature.

  • Blocking Z+ ceiling: Is the ceiling a collider blocking smoke/fuel/flames and temperature.

  • Blocking Y- front: Is the negative Y wall a collider blocking smoke/fuel/flames and temperature.

  • Blocking Y+ back: Is the positive Y wall a collider blocking smoke/fuel/flames and temperature.

  • Blocking X- left: Is the negative X wall a collider blocking smoke/fuel/flames and temperature.

  • Blocking X+ right: Is the positive X wall a collider blocking smoke/fuel/flames and temperature.

  • Wind direction: The direction in which the wind blows.

  • Wind dir randomization: Wind direction randomization range. A value of 0 has no randomization.

  • Wind speed: How fast does the wind blow.

  • Wind chaos: How chaotic is the noise inside the simulation.

  • Shredding intensity: Intensity of the shredding. Flames under a given temperature are sped up and flames above a given temperature are slowed down, resulting in small flames detaching for the main burning area.

  • Shredding temp threshold: Shredding temperature threshold. Flames above that temperature are slowed down, flames under that temperature are sped up.

  • Shredding threshold width: Shredding neutral zone width. Flames within that neutral zone centered around the temperature threshold are not affected by shredding.

  • Advection chaos: Defines how strictly the velocity field will be followed. Increasing the chaos can break the regular front lines that may appear following the velocity field.

  • Adaptive substep advection: If active, the advection will be more accurate but will have a higher load on the GPU. Especially efficient on high-velocity simulations.

  • Advection using tricubic interpolation: Improve the advection quality by using tricubic interpolation instead of trilinear.

  • Gravity intensity: Intensity of gravity applied when the tightness is less than 100% or when the particles are out of bounds.

  • Velocity damping: damping of the velocity per second.

  • Non ground bounds: Define the behavior of the particles going above the simulation limit.

  • Ground bound: Define the behavior of the particles going under the ground.

Shading shading icon

This node contains all parameters related to the shading/lighting.

  • Extinction color: Color of the shadows.

  • Smoke shadow density: Intensity of shadow.

  • Shadowing sharpness: Sharpness of the lighting/shadowing.

  • Smoke shadow intensity: Thickness of the smoke, lower values let the light go through it.

  • Lighting anisotropy: .

  • Ambient occlusion: .

  • Advanced parameters: Access advanced lighting parameters.

  • Volumetric shadow intensity: Intensity of shadow.

  • Shapes shadow intensity: Intensity of shadow.

  • Shadow density clamping: Maximum density used for the shadowing.

  • Extinction color: Extinction color used for the shadowing.

  • Light attenuation: Multi octave phase function attenuation.

  • Light contribution: Multi octave phase function contribution.

  • Phase attenuation: Multi octave phase function phase attenuation.

  • Octave count: Multi octave phase function octave count.

  • Lighting anisotropy: Approximation of the scattering phase function. Lower values will spread more evenly the scattering, higher values will increase the scattering when looking through the smoke to the light direction.

  • Shadow scattering: Scattering distance of the shadowing in meters.

  • Shadow softness: Softness of the shadow. Higher values mean more diffuse shadows.

  • AO active: Activate the ambient occlusion.

  • AO overall intensity: Intensity of the overall ambient occlusion.

  • AO radius: Radius of the AO.

  • Direct light occlusion scale: Intensity of the ambient occlusion in the direct lighting.

  • Direct light max occlusion: Maximum color attenuation due to the AO. A value of 100% will have a black area where the occlusion is intense

  • Emissive occlusion scale: Intensity of the ambient occlusion in the emissive.

  • Emissive max occlusion: Maximum color attenuation due to the AO. A value of 100% will have a black area where the occlusion is intense

  • AO extinction tinting: Extinction color of the ambient occlusion.

  • Direct light contribution: Contribution of the direct lighting to the scattering.

  • Flames contribution: Contribution of the flames to the scattering.

  • Smoke scattering intensity: Intensity of the light scattering inside the smoke.

  • Fuel scattering intensity: Intensity of the light scattering inside the fuel.

  • Shapes scattering intensity: Intensity of the light scattering on shapes.

  • Ground scattering intensity: Intensity of the light scattering on the ground.

  • Scattering radius: Propagation radius of the scattering.

  • Scattering occlusion: Occlusion/shadowing of the scattering.

  • Scattering occlusion attenuation: Accumulated occlusion decreases over distance.

  • Scattering tinting: Scattering extinction color. This will define how intense the scattering will be on a per-component basis.

  • Cloud powder effect: Powder effect multiplier. Attenuates the scattering when entering the cloud

  • Cloud powder balance: Defines where the powder effect is applied. -100% applies the powder effect only on the lighting side, 100% only on the rendering side (strengthen cloud shapes), 0% applies both of them

  • Masking Active: Activate or not the masking of emissive/flames.

  • Density reference: Reference density used by the masking, density values close to this will be used as a mask.

  • Width: Width of the masking, the bigger, the more masking.

  • Masking ramp: Spreading of the making mask.

  • Masking intensity: Intensity/transparency of the masking.

  • Low frequencies: Low frequencies details contribution to masking.

  • Medium frequencies: Medium frequencies details contribution to masking.

  • High frequencies: High frequencies details contribution to masking.

  • Render flames: Flames rendering active.

  • Scattering contribution: Toggle contribution of the flames to the scattering, whether they are visible or not.

  • Coloring remap range: Range for the color remapping.

  • Coloring remap ramp: Shape of the color remapping.

  • Clamp the remapping: Clamping of the values within the given range of values.

  • Shaping by flames: Intensity of the flames component used to shape the flames.

  • Shaping by density: Intensity of the density component used to shape the flames.

  • Flames coloring: Technique used to colorize flames.

  • Blackbody ramp scale: Blackbody color ramp scaling.

  • Fire color: Color of the fire.

  • Red ramp: Red component ramp value.

  • Green ramp: Green component ramp value.

  • Blue ramp: Blue component ramp value.

  • Flames translucency: Allows translucency on the hottest part of the flames.

  • Translucency level: Temperature above which flames are translucent.

  • Translucency width: Width of the transition between opaque and translucency.

  • Flames density min limit: Minimum visible density of the flames. Any flames density under that threshold is ignored at the rendering.

  • Flames density scale: Opacity/density of the flames.

  • Flames opacity: Flames opacity.

  • Render smoke: Smoke rendering active.

  • Remap by temperature: Remap the smoke color using temperature instead of density.

  • Coloring remap range: Range for the color remapping

  • Coloring remap range: Range for the color remapping

  • Coloring remap ramp: Shape of the color remapping.

  • Smoke coloring: Technique used to colorize the smoke.

  • Smoke color: Color used for smoke.

  • Min color: Color used for thin/light smoke.

  • Max color: Color used for thick/dense smoke.

  • Red ramp: Red component ramp value.

  • Green ramp: Green component ramp value.

  • Blue ramp: Blue component ramp value.

  • Smoke density min limit: Minimum visible density of the smoke. Any smoke density under that threshold is ignored at the rendering.

  • Smoke density clamp: Maximum smoke density allowed at rendering, any density above that threshold is clamped to that value.

  • Smoke density scale: Opacity/density of the smoke.

  • Render fuel: Fuel rendering active.

  • Fuel color: Color of the fuel.

  • Fuel density min limit: Minimum visible density of the fuel. Any fuel density under that threshold is ignored at the rendering.

  • Fuel density scale: Opacity/density of the fuel.

Ground ground icon

This node contains ground data.

  • Ground: Type of ground used in the scene.

  • Ground distance: Distance between the simulation volume and the ground, in meters.

  • Ground scale: Scale of the ground pattern in tile per meter.

  • Ground lit radius: Radius of the lit area on the ground.

  • Ground shadow: Intensity of the shadow on the ground.

  • Ground primary color: Primary ground color.

  • Ground secondary color: Secondary ground color.

Skybox sky icon

This node contains skybox data.

  • Sky: Type of sky/background used in the scene.

  • Background color: Primary background color.

  • Background secondary color: Secondary background color.

  • Sky intensity: Intensity of the atmosphere.

  • Atmosphere Mie: Percentage of Mie scattering in the atmosphere (large particles scattering).

  • Atmosphere Rayleigh: Percentage of Rayleigh scattering in the atmosphere (small particles scattering).

  • Atmosphere color: Base color of the atmosphere.

  • Shade start pos: Start position of the shade, 0% is bottom, 50% horizon, 100% zenith.

  • Shade end pos: End position of the shade, 0% is bottom, 50% horizon, 100% zenith.

Volume volume icon

This node represents a volume

  • Rendering mode: Rendering mode of the viewport: Volumetric will only display volume data, no particles. Particles will only display particles. Hybrid will display both but will enforce some restrictions.

  • Particle pool: Maximal amount of GPU particles allowed in Millions.

  • Supersampling: Supersampling done on opaque particles.

  • Particles blend type: Blending type of the particles.

  • Overall display scale: Global scale of the particle size.

  • Lighting scale: Global scale of the particle lighting in opaque mode.

  • X- wall offset: Border on negative X side

  • X+ wall offset: Border on positive X side

  • Y- wall offset: Border on negative Y side

  • Y+ wall offset: Border on positive Y side

  • Z- ground offset: Border on negative Z side

  • Z+ roof offset: Border on positive Z side

  • X- wall width: Width of X- slicing mask

  • X+ wall width: Width of X+ slicing mask

  • Y- wall width: Width of Y- slicing mask

  • Y+ wall width: Width of Y+ slicing mask

  • Z- ground width: Width of Z- slicing mask

  • Z+ roof width: Width of Z+ slicing mask

  • Mask ramp: Mask ramp, 1 is linear.

  • Toggle sharpening method: .

  • Motion blur intensity: Motion blur intensity.

  • Smoke style: Smoke motion blur style.

  • Temperature style: Temperature motion blur style.

  • Fuel style: Fuel motion blur style

  • Flames style: Flames motion blur style

  • Colored smoke style: Colored motion blur smoke

  • Sharpen smoke: Sharpening of the smoke channel.

  • Sharpen fuel: Sharpening of the fuel channel.

  • Sharpen flames: Sharpening of the flames channel.

  • Sharpen temperature: Sharpening of the temperature channel.

  • Sharpen colors: Sharpening of the color smoke channel.

  • Smoke dilate: Dilate of the smoke channel.

  • Temperature dilate: Dilate of the temperature channel.

  • Flames dilate: Dilate of the flames channel.

  • Fuel dilate: Dilate of the fuel channel.

  • Colored smoke dilate: Dilate of the colored smoke channel.

  • Volume post process: Volume post process style.

  • Dilate softness: Softness of the dilation.

  • Noise Seed: Each seed is giving a unique noise.

  • Noise Position: The local position of the center of the noise.

  • Noise scale: Size of turbulence. Higher values mean bigger turbulences.

  • Noise advection intensity: Intensity of the advection applied to the noise. 0% is a static noise, 100% follows the velocity field completely

  • Noise animation speed: Animation speed of the turbulence, a value of zero gives a static turbulence.

  • Noise Octaves: Number of layers of noise used for turbulence.

  • Noise FBM Lacunarity: The lucanarity determines how the frequency change for each octave.

A lucanarity of 2.0 will double the frequency every octave.

  • Noise FBM Gain: The gain determines how to amplitude change for each octave.

A gain larger than 1.0 will amplify the noise every octave, while a value less than 1.0 will dampen it.

  • Constant Amplitude: The constant amplitude by which the target will be modulated.

  • Noise Seed: Each seed is giving a unique noise.

  • Noise Position: The local position of the center of the noise.

  • Noise advection intensity: Intensity of the advection applied to the noise. 0% is a static noise, 100% follows the velocity field completely

  • Noise scale: Size of turbulence. Higher values mean bigger turbulences.

  • Noise animation speed: Animation speed of the turbulence, a value of zero gives a static turbulence.

  • Noise Octaves: Number of layers of noise used for turbulence.

  • Noise FBM Lacunarity: The lucanarity determines how the frequency change for each octave.

A lucanarity of 2.0 will double the frequency every octave.

  • Noise FBM Gain: The gain determines how to amplitude change for each octave.

A gain larger than 1.0 will amplify the noise every octave, while a value less than 1.0 will dampen it.

  • Constant Amplitude: The constant amplitude by which the target will be modulated.

  • Noise Seed: Each seed is giving a unique noise.

  • Noise Position: The local position of the center of the noise.

  • Noise advection intensity: Intensity of the advection applied to the noise. 0% is a static noise, 100% follows the velocity field completely

  • Noise scale: Size of turbulence. Higher values mean bigger turbulences.

  • Noise animation speed: Animation speed of the turbulence, a value of zero gives a static turbulence.

  • Noise Octaves: Number of layers of noise used for turbulence.

  • Noise FBM Lacunarity: The lucanarity determines how the frequency change for each octave.

A lucanarity of 2.0 will double the frequency every octave.

  • Noise FBM Gain: The gain determines how to amplitude change for each octave.

A gain larger than 1.0 will amplify the noise every octave, while a value less than 1.0 will dampen it.

  • Constant Amplitude: The constant amplitude by which the target will be modulated.

  • Noise Seed: Each seed is giving a unique noise.

  • Noise Position: The local position of the center of the noise.

  • Noise advection intensity: Intensity of the advection applied to the noise. 0% is a static noise, 100% follows the velocity field completely

  • Noise scale: Size of turbulence. Higher values mean bigger turbulences.

  • Noise animation speed: Animation speed of the turbulence, a value of zero gives a static turbulence.

  • Noise Octaves: Number of layers of noise used for turbulence.

  • Noise FBM Lacunarity: The lucanarity determines how the frequency change for each octave.

A lucanarity of 2.0 will double the frequency every octave.

  • Noise FBM Gain: The gain determines how to amplitude change for each octave.

A gain larger than 1.0 will amplify the noise every octave, while a value less than 1.0 will dampen it.

  • Constant Amplitude: The constant amplitude by which the target will be modulated.

  • Active: If checked, the modulation will alter the component.

  • Source: The component used to compute the modulation.

  • Target: The component that will be modulated.

  • Operator: The modulation type applied to the component.

  • Source Range: Range of the source before applying the modulation curve.

  • Target Range: Output range of the modulation curve.

  • Masking Source: Defines the source of masking used in the modulation.

  • Masking Source Range: Range of the source used for the masking of the modulation.

  • Masking Target Range: Masking of the modulation. Values above 100% will amplify the modulation, values under 0% will invert the effect of modulation

  • Source Range: Range of the source before applying the modulation curve.

  • Target Range: Output range of the modulation curve.

  • Masking Source: Defines the source of masking used in the modulation.

  • Masking Source Range: Range of the source used for the masking of the modulation.

  • Masking Target Range: Masking of the modulation. Values above 100% will amplify the modulation, values under 0% will invert the effect of modulation

  • Source Range: Range of the source before applying the modulation curve.

  • Target Range: Output range of the modulation curve.

  • Masking Source: Defines the source of masking used in the modulation.

  • Masking Source Range: Range of the source used for the masking of the modulation.

  • Masking Target Range: Masking of the modulation. Values above 100% will amplify the modulation, values under 0% will invert the effect of modulation

  • Source Range: Range of the source before applying the modulation curve.

  • Target Range: Output range of the modulation curve.

  • Masking Source: Defines the source of masking used in the modulation.

  • Masking Source Range: Range of the source used for the masking of the modulation.

  • Masking Target Range: Masking of the modulation. Values above 100% will amplify the modulation, values under 0% will invert the effect of modulation

  • Active: If checked, the modulation will alter the component.

  • Source: The component used to compute the modulation.

  • Target: The component that will be modulated.

  • Operator: The modulation type applied to the component.

  • Active: If checked, the modulation will alter the component.

  • Source: The component used to compute the modulation.

  • Target: The component that will be modulated.

  • Operator: The modulation type applied to the component.

  • Active: If checked, the modulation will alter the component.

  • Source: The component used to compute the modulation.

  • Target: The component that will be modulated.

  • Operator: The modulation type applied to the component.

Scene scene icon

This node represents a scene.

  • Gamma: Gamma correction applied to convert the image from HDR to LDR.

  • Exposure: Exposure of the scene. The default value is 1.0, you can under or overexpose depending on your scene global lightness.

  • Color vibrance: Vibrance of the colors. Higher than zero values will emphasize the tint of the colors. Lower than zero values can desaturate and even invert the colors.

  • Channels swizzling: Swizzling of the channels of the rendering, basically changing the order of the R, G, and B components.

  • HDR Tonemapping: Tonemapping curve used to convert from HDR to LDR range of colors.

  • Tonemap dithering: Intensity of the tonemap dithering. Increasing this value will help to get rid of color banding in the scene.

  • Contrast: Intensity of the color contrast correction.

  • Brightness: Intensity of the color brightness correction.

  • Saturation: Intensity of the color saturation correction.

  • RGB quantization: Number of possible values for the RGB components of the scene colors. A value of 64 means no quantization.

  • Hue quantization: Number of possible values for the hue of the scene colors. A value of 64 means no quantization.

  • Value quantization: Number of possible values for the value (luminosity) of the scene colors. A value of 64 means no quantization.

  • Saturation quantization: Number of possible values for the saturation of the scene colors. A value of 64 means no quantization.

  • Alpha clipper: This will activate the clipping of the alpha. If active, any translucent colors with an alpha value less than the alpha clip value will be clipped/ignored from the rendering.

  • Quantization dither: Amount of dithering used to compensate the action of the quantization.

  • Alpha clip value: Any translucent colors with an alpha value less than the alpha clip value will be clipped/ignored from the rendering.

  • Dithering mode: Dithering pattern used.

  • Bloom Intensity: Intensity of the bloom post effect. This will blur the brightest pixels in the scene, blur them and add them back in the scene.

  • Bloom Radius: Radius of the blur filter used for the bloom post effect.

  • Rendering style: Style of rendering used in the scene. Realistic: no filtering is applied, Kuwahara: a Kuwahara filter is applied which makes blobs of similar colors, Pixelized: reduce the rendering resolution of the scene, Edge detect: emphasis on the edges of the rendering, Stylized: Extract differences between the original colors and a blurred version of the scene.

  • Alpha limit: Limitation of the translucency of the cells during the raymarching process.

  • Alpha sharpening: Sharpening of the alpha used during the raymarching process. 0% is regular alpha, 100% is sharper alpha.

  • Pixel size: Size of the pixels.

  • Display background: If active, this will display the background (ground and sky) when nonrealistic effects are selected.

  • Edge color: Color of the edge.

  • Edge ramp: Limit of the edge detection, higher values will detect more edges.

  • Detection type: Edge detection method. Alpha based method will only detect outer borders.

  • Base color: Intensity of the base color. The edges will be added on top of this.

  • Kuwahara intensity: Intensity of the Kuwahara filtering.

  • Distortion: Distortion intensity of the chromatic aberration.

  • iterations: Number of iterations used in the chromatic aberration.

  • Width: Width of the vignetting in pixels.

  • Offset: Offset toward the outside of picture for the vignetting, in pixels.

  • Roundness: Roundness of the vignetting.

  • Intensity: Intensity of the vignetting.

Emitter emitter icon

This node represents an emitter.

  • Temperature: The target temperature in Kelvin.

  • Fuel Rate: The added fuel strength.

  • Smoke Rate: The added smoke strength.

  • Temperature emission: Whether this emitter will emit temperature and if it is by addition or by replacement.

  • Fuel emission: Whether this emitter will emit fuel and if it is by addition or by replacement.

  • Smoke emission: Whether this emitter will emit smoke and if it is by addition or by replacement.

  • Temperature rate: The added temperature in Kelvin.

  • Fuel: The target fuel strength.

  • Smoke: The target smoke strength.

  • Max temperature: Max temperature in Kelvin, the accumulated value will never be above that threshold.

  • Max fuel: Max fuel density, the accumulated value will never be above that threshold

  • Max smoke: Max smoke density, the accumulated value will never be above that threshold

  • Position: The position of the emitter root.

  • Rotation: The orientation of the emitter root, in degrees per axis of rotation.

  • Additional pressure rate: Additional pressure rate. Positive values will explode, negative values will implode.

  • Velocity transfer: Percentage of velocity transfer of the emitter in the simulation.

  • Pressure random scale: Divergence random scale. Higher values mean smaller details

  • Pressure random intensity: Divergence random intensity. Higher values are more chaotic and reduce the overall effect.

  • Pressure random seed: Unique divergence seed give unique force distribution.

  • Pressure random speed: Speed of evolution of the chaos. Lower values will change slower.

  • Temperature Tightness: Low value (near 0) of tightness favors rate by constantly increasing temperature until the max value is reached, High values (near 100%) of tightness favors replacement of the current content by the target temperature.

  • Smoke Tightness: Low value (near 0) of tightness favors rate by constantly increasing smoke density until the max value is reached, High values (near 100%) of tightness favors replacement of the current content by the target smoke density

  • Fuel Tightness: Low value (near 0) of tightness favors rate by constantly increasing fuel density until the max value is reached, High values (near 100%) of tightness favors replacement of the current content by the target fuel density

  • Duration of burst: Duration of the emission in seconds during the emitter cycle.

  • Time between bursts: Duration of the pause in seconds during the emitter cycle.

  • Emitter activity: Emitter activity, if set to false that emitter will be ignored.

  • Smoke Color: Color of emitted smoke.

  • Show emitter: Render the emitter in the scene.

  • Shadow caster: Render the shadow of the emitter in the scene.

  • Albedo: Main color of the surface of the emitter.

  • Emission rate: Particles emitted every second.

  • Continuous emission: The emitter will be ignored if this is set to false.

  • Burst size: Particles emitted at the next burst.

  • Burst emission: When going from false to true, a burst of particles is released.

  • Dummy: Dummy.

  • Shading type: Defines how the particles will be displayed. Volumetric will inherit the lighting from the volumetric shading, Particles is more classical per particle lighting.

  • Emission type: Defines the way the random position is selected.

  • Emission density: How dense is the entangled or clustered emission, higher values mean fewer spaces between particles.

  • Cluster size: Size of emission clusters

  • Size limits: Range for the size of particles

  • Lifetime limits: Range for the lifetime of particles

  • Initial color type: Usage of the initial color ramp.

  • Modulation type: Usage of the initial color ramp.

  • Flip modulation gradient: Flip the whole color ramp.

  • Modulation over life limits:

  • Modulation over size limits:

  • Modulation over speed limits:

  • Initial color: Color of the spawned particles.

  • Modulation color: Color used to modulate the color of the particle over time.

  • Color boost: Color boost of the particle color.

  • Opacity: Opacity of the spawned particles.

  • Alpha attenuation over life: Alpha attenuation of the particles over its lifetime, 100% will make particles disappear completely by the end of their life.

  • Shadowing intensity: Intensity of the shadows on the particles.

  • Size attenuation over life: Size attenuation of the particles over their lifetime, 50% will make particles shrink to half their original size by the end of their life.

  • Timing randomness: Randomness of emission timing between 2 consecutive frames.

  • Tightness: Tightness of the forces, a value of 100% will follow strictly the fluid simulation, a lower value will conserve partly the velocity between frames.

  • Tightness att. over life: Thightness attenuation of the particles over its lifetime, 50% will make particles loosen half their original tightness by the end of their life.

  • Cycle duration: Duration of a color cycle.

  • Noise frequency: Frequency of the noise

  • Noise speed: Animation speed of the noise. A value of zero is non-animated noise.

  • Embers fading rate: Fading rate of particles, a value of 100% will take a second to fade temperature, flames, smoke, and fuel content of the particle.

  • Embers chance: Amount of particles fading over time.

  • Velocity scale: Influence of the velocity on the stretching of the particle when in velocity-oriented rendering mode.

  • Particles render type: Rendering type of the particles.

  • Blur type: Defines the motion blur attenuation spreading.

  • Velocity limit: Maximum magnitude of trenching allowed for velocity-aligned particles.

  • Sharpness: Sharpness of the rendered particles.

Shapes shapes icon

Primitive cube Icon

This node represents a shape primitive.

  • Shape Activity: The shape will be ignored if this is set to false.

  • Type: The type of the primitive used for this shape.

  • Position: The local position of the shape.

  • Rotation: The rotation, in degrees, of the shape.

  • Scale: The scale of the shape, growing or shrinking the size as a whole.

  • Prev Scale: None

  • Radius: The radius of a Sphere shape.

  • Size: The size of the Box shape.

  • Size: The size of the Rounded Box shape.

  • Bevel: The bevel of a Rounded Box shape.

  • Length: The radius of a Capsule-shape.

  • Radius: The length of a Capsule-shape.

  • Minor Radius: The major radius of a Torus shape, i.e. the distance to the center of the main ring.

  • Major Radius: The minor radius of a Torus shape, i.e. the radius of the circle extruded along the main ring.

  • Radius: The radius of a Cylinder shape.

  • Height: The height of a Cylinder shape.

  • Radius: The radius of a Rounded Cylinder shape.

  • Height: The height of a Rounded Cylinder shape.

  • Bevel: The bevel of a Rounded Cylinder shape.

  • Radius: The outer radius of a tube shape.

  • Height: The height of a tube shape.

  • Cap One: If selected this will close the first cap of a tube.

  • Cap Two: If selected this will close the second cap of a tube.

  • Thickness: The thickness of a tube shape.

  • Radius One: The radius of the cone shape’s first cap.

  • Radius Two: The radius of the cone shape’s second cap.

  • Height: The height of a cone shape.

  • Radius One: The radius of the cone shape’s first cap.

  • Radius Two: The radius of the cone shape’s second cap.

  • Height: The height of a cone shape.

  • Radius: The radiuses of an ellipsoid shape along the X, Y, and Z-axis.

Burst burst icon

This node represents a shape burst.

  • Interpolation mode:

  • Shape Activity: The shape will be ignored if this is set to false.

  • Position: The local position of the shape.

  • Rotation: The rotation, in degrees, of the shape.

  • Scale: The scale of the shape, growing or shrinking the size as a whole.

  • Prev Scale: None

  • Initial radius: The radius range of spawned spheres.

  • Amount of sphere: Amount of bursting sphere that will explode.

  • Random seed: Seed used for the randomization.

  • Emission type: Define if the emission is a single shot or an endless repetition.

  • Distribution shape: Shape of the distribution of exploding spheres.

  • Extend on X-axis: Extend the spawn area on the X-axis.

  • Extend on Y-axis: Extend the spawn area on the Y-axis.

  • Extend on Z-axis: Extend the spawn area on the Z-axis.

  • Size distribution: How the size of the sphere will be distributed in space.

  • Trigger: When changed from false to true, this will trigger the burst.

  • Trigger order: In which order the sphere will explode.

  • Burst duration: Duration of the whole burst.

  • Range of sphere duration: Minimal and maximal time to do a complete expansion of a sphere.

  • Range of expansion: Minimal and maximal expansion of a sphere.

Noise noise icon

This node represents an emitter shape based on a noise field.

  • Shape activity: The shape will be ignored if this is set to false.

  • Position: The local position of the center of the noise.

  • Rotation: The local orientation of the shape, in degrees per axis of rotation.

  • Scale: Scale of the noise. Higher values give bigger shapes/details.

  • Seed: Each seed is giving a unique noise.

  • Octaves: Number of layers of noise, more octaves give more detailed noise.

  • Lacunarity: Ratio of scale between two consecutive octaves.

  • Gain: Ratio of amplitude between two consecutive octaves.

  • Amplitude: Amplitude of the resulting noise.

  • Bias: Bias of the noise surface. Negative value gives more holes, Positive values are fuller.

  • Animation speed: Animation speed of the noise. Zero is a static noise.

Blend blend icon

This node blends multiple shapes in one shape.

  • Shape activity: The shape will be ignored if this is set to false.

  • Type: First and second shapes are blended and using the selected operator. The add operator is working best with noise as a secondary shape.

  • Range: Range of values of the SDF used from the secondary shape.

  • Smoothness: Smoothness of the blending, higher values increase the connection area.

  • Amplitude: Remapping amplitude of the selected range of the secondary shape.

  • Bias: This offsets the surface of the resulting shape.

  • Weight: Blending weight : 0 is the first shape, 1 is the second shape.

Particles particles icon

This node represents an emitter shape based on a particle system.

  • Interpolation mode:

  • Interpolation mode:

  • Interpolation mode:

  • Interpolation mode:

  • Interpolation mode:

  • Modulate size by life: Modulate the size of particles according to their life.

  • Modulate advection by life: Modulate the advection intensity of particles according to their life.

  • Modulate tightness by life: Modulate the tightness intensity of particles according to their life.

  • Modulate drag by life: Modulate the dragging of particles according to their life.

  • Modulate chaos by life: Modulate the chaotic movements of particles according to their life.

  • Shape activity: The shape will be ignored if this is set to false.

  • Position: The local position of the mesh shape.

  • Rotation: The local orientation of the mesh shape, in degrees per axis of rotation.

  • Scale: None

  • Prev Position: None

  • Prev Rotation: None

  • Prev Scale: None

  • Spawn type: Single burst: need a toggle Off/On of the emission to start. Multi burst: restart the particle system at a given time interval. Continuous: continuously emit particles.

  • Spawn rate: Emission rate in particles per second.

  • Time between bursts: Time between two consecutive bursts in multi burst mode.

  • Burst size: How many particles will be spawned per burst.

  • Emission: Triggering the emission in burst mode requires going from off to on.

  • Seed: A unique seed will give unique randomization of the particles.

  • Min speed: Minimal speed of the particles.

  • Max speed: Maximal speed of the particles.

  • Speed scale: Speed scale multiplier.

  • Render with capsules: Render particles with capsules to fill inbetweens.

  • Capsules stretching: Stretching of the capsule according to the velocity.

  • Extreme speed: Use extreme speeds only. If you consider the min and max speed as the limit of a cube, this will take values only on the surface of that cube, not the inside.

  • Initial speed Type: Initial speed randomization type. Range: speed between a min and a max value. Cone: randomly inside a cone in a direction and opening. From position: Velocity from the initial position of the particle.

  • Initial position Type: Initial position randomization type.

  • Initial pos range: Initial position range.

  • Initial pos radius: Initial position sphere radius.

  • Position on surface: If on, initial position is only the surface of the shape, otherwise the position is inside the shape.

  • Cone direction: Orientation of the cone.

  • Cone spreading: Opening of the cone.

  • Min speed: Minimal speed of particles.

  • Max speed: Maximal speed of particles.

  • Size range: Size range of particles.

  • Life range: Life range of particles.

  • Dragging range: Drag of the particles. Higher values = more dragging.

  • Chaos range: Chaotic motion of the particle.

  • Force injection: Percentage of particles velocity injection in simulation.

  • Gravity: Gravity influence of the particles.

  • Min init rotational speed: Initial rotational speed

  • Max init rotational speed: Initial rotational speed

  • Impact decay time: Decay time of the impact

  • Impact life reduction by velocity: Higher speed particles will lose more life expectancy when an impact happens.

  • Impact scale by velocity: Higher speed particles will generate bigger impacts when colliding.

  • Impact life reduction: Scale of particle size for the impacts.

  • Impact scale: Scale of particle size for the impacts.

  • Advection intensity: Advection intensity of the particles

  • Tightness intensity: Tightness intensity of the particles. High tightness uses the velocity field as velocity, low tightness uses it as acceleration.

  • Friction: Friction of the particles on the colliders. Higher values will slow down the particles.

  • Velocity transfer: Transfer of the velocity from the collider to the particles.

  • Bounciness: Bounciness of the particles. Higher values will bounce more.

  • Collisions with colliders: Type of collision handling with colliders.

  • Collisions Z- ground: Type of collision handling for Z- axis (ground).

  • Collisions Z+ ceiling: Type of collision handling for Z+ axis (ceiling).

  • Collisions Y-front: Type of collision handling for Y-axis (front).

  • Collisions Y+ back: Type of collision handling for Y+ axis (back).

  • Collisions X- left: Type of collision handling for X- axis (left).

  • Collisions X+ right: Type of collision handling for X+ axis (right).

Modifier modifier icon

This node allows the modification of a shape.

  • Shape activity: The shape will be ignored if this is set to false.

  • Type: The modifier type.

Rounding: adds an extra thickness to a shape, making it rounder. Golf ball: adds regular bumps on the surface of the shape.

  • Offset: Offset to adjust the shape limits.

  • Thickness: Extra thickness added to the shape.

  • Frequency: Frequency of the bumps. Higher values mean more bumps.

  • Amplitude: Amplitude/size of the bumps.

Collider collider icon

This node represents a collider.

  • Position: The position of the collider root.

  • Rotation: The orientation of the collider root, in degrees per axis of rotation.

  • Previous position:

  • Previous rotation:

  • Distance repulse: The distance from which the collider considers collisions.

  • Friction: Friction/stickiness of the surface.

  • Repulsion: Repulsion (bounciness) of the surface.

  • Velocity transfer: Quantity of velocity injected into the simulation.

  • Do collisions: Are collisions active on this collider. Velocity injection is NOT affected by this.

  • Collider activity: Collider activity. If off, the collider will not collide nor inject velocities

  • Show collider: Render the collider in the scene.

  • Emit light: Emit light from the collider in the scene.

  • Shadow caster: Render the shadow in the lighting of the scene.

  • Albedo: Main color of the surface of the collider.

  • Emissive: Emissive color of the collider.

  • Emissive intensity: Intensity of the emissive color.

Modulators oscillator icon

Most parameters in Embergen can be controlled by an external modulation node.

For details on how to use these nodes check out our Modulating Parameters page!

Oscillator oscillator icon

Uses an oscillator to generate a waveform the signal of which can be sent to pin-exposed parameters of other nodes

  • Waveform 1: Waveform for the first oscillator

  • Waveform 2: Waveform for the second oscillator

  • Waveform 3: Waveform for the third oscillator

  • Base: Center value for the parameter

  • Frequency: Frequency of the oscillators

  • Phase: Phase of the oscillators

  • Amount: Oscillator modifier amount for the value

  • Attenuation: Amount multiplier for all oscillators

MIDI keyboard icon

Uses a midi channel to modulate parameters of other nodes

  • Component count: Toggle between 3 outputs or a single output

  • Midi event: Select the type of events that will modify the values

  • Base: Center value for the parameter

  • Decay rate: Decay rate of the value

  • Note: Trigger note

  • Control ID: Control ID to track

  • Channel: Trigger channel

  • Amount: Oscillator modifier amount for the value

  • Attenuation: Amount multiplier for all oscillators

  • Base: Center value for the parameter

  • Decay rate: Decay rate of the value

  • Note: Trigger note

  • Control ID: Control ID to track

  • Channel: Trigger channel (a value of -1 means all channels)

  • Amount: Oscillator modifier amount for the value

Cycle cycle icon

Outputs a constantly linearly increasing (or decreasing) value for the full range of the output parameter. This node can be used to quickly set up automatic rotations.

  • Mode 1: Mode for the first parameter output

  • Mode 2: Mode for the second parameter output

  • Mode 3: Mode for the third parameter output

  • Frequency: Frequency of the cycles

  • Phase: Phase of the cycles

Constant constant icon

Generates a signal of a constant value which can be sent to pin-exposed parameters of other nodes.

Allows synced parameters between nodes or acts a ‘base’ when used on the same input as other modulator nodes

  • Value: Outputted modulation value

Combine combinator icon

Combines the signal from two modulator nodes

  • Mode: Means of which to combine the two modulators

  • Mix: Mix of the two inputs: -100% is the first input only, 100% is the second input only; 0% is an equal mix of the two

Math math icon

Outputs a signal the result of mathematical expressions

  • Input A: Sliders which can be referenced in the expressions by using the variable a. Specific components can be accessed by using a.x, a.y, and a.z

  • Input B: Sliders which can be referenced in the expressions by using the variable b. Specific components can be accessed by using b.x, b.y, and b.z

  • Input C: Sliders which can be referenced in the expressions by using the variable c. Specific components can be accessed by using c.x, c.y, and c.z

  • Expression 1: Expression for the first component

  • Expression 2: Expression for the second component

  • Expression 3: Expression for the third component

Time Shift time shift icon

Shifts the signal of a modulator backward or forwards in time

  • Temporal Offset: The amount of time the input signal is offset by

  • Temporal Scale: The speed at which time moves

Forces forces icon

Point point force icon

This node represents a point force field.

  • Force activity: The force will be ignored if this is set to false.

  • Position: The position of this point force.

  • Repel Strength: How strongly to repel away from or attract towards the point.

Positive values will push away from the point. Negative values will pull towards the point.

  • Additional pressure rate: Additional pressure rate. Positive values will explode, negative values will implode.

  • Falloff: Force falloff shape.

  • Inverse falloff: If true, the force will be reduced as you come near the emitter.

  • Falloff percent: What remains of the force when you are above the given distance.

  • Falloff distance: Distance of the falloff in meters.

  • Falloff inner bound: Distance from the emitter (in meters) where the forces are maximal.

  • Falloff exponent: Ramp exponent of the falloff, higher values mean a quicker force extinction

Vorticles vorticles force icon

This node represents vorticles.

  • Use vorticles: Activate vorticles in the simulation.

  • View vorticles: View vorticles when the node is selected.

  • Position: The position of this line force.

  • Rotation: The rotation of the line force in degrees along the X, Y, and Z axes.

  • Vorticles seed: Seed used for the random generation in the vorticles

  • Vorticles count: Current vorticles count.

  • Vorticles min radius: Vorticles minimal radius.

  • Vorticles max radius: Vorticles maximal radius.

  • Attenuation ramp: Vorticles attenuation ramp.

  • Min velocity: Vorticles min velocity.

  • Max velocity: Vorticles max velocity.

  • Min push velocity: Vorticles min push velocity.

  • Max push velocity: Vorticles max push velocity.

  • Min life: Vorticles minimal lifetime.

  • Max life: Vorticles maximal lifetime.

  • Advection intensity: Will the vorticles move along with the simulation.

  • Orientation damping: Smoothen the orientation changes of the vorticles.

  • Position spawn shape: Spawn shape of vorticles.

  • Size: Size of the box containing the vorticles.

  • Radius: Radius of the sphere containing the vorticles.

  • Length: Length of the line on which are the vorticles.

  • Radius: Radius of the circle on which are the vorticles.

  • Revolutions: Number of full revolutions done in the spiral.

  • Height: Height of the spiral.

  • Pinching: Pinching of the spiral.

  • Spawn on surface: Spawn vorticles on the surface of the shape.

  • Orientation spawn type: Orientation of the spawned vorticles.

  • Orientation: Constant orientation of the vorticles.

  • Orientation axis: Axis used on the vorticles.

  • Invert direction: Invert direction of vorticles.

  • Randomize direction: Randomize direction of vorticles.

  • Randomize position: Randomization of the position.

  • Randomize orientation: Randomization of the orientation.

  • Min max usage: How to spread values in the min-max range.

Line line force icon

This node represents a line force field.

  • Force activity: The force will be ignored if this is set to false.

  • Position: The position of this line force.

  • Rotation: The rotation of the line force in degrees along the X, Y, and Z axes.

Determines the direction of the force.

  • Push Strength: How strongly to push along the line.

Negative values will reverse the direction.

  • Twist Strength: How strongly to twist around the line.

Positive values will twist counter-clockwise. Negative values will twist clockwise.

  • Repel Strength: How strongly to repel away from or attract towards the line.

Positive values will push away from the line. Negative values will pull towards the line.

  • Additional pressure rate: Additional pressure rate. Positive value will explode, negative value will implode.

  • Falloff: Force falloff shape.

  • Inverse falloff: If true, the force will be reduced as you come near the emitter.

  • Falloff percent: What remains of the force when you are above the given distance.

  • Falloff distance: Distance of the falloff in meters.

  • Falloff inner bound: Distance from the emitter (in meters) where the forces are maximal.

  • Falloff exponent: Ramp exponent of the falloff, higher values mean a quicker force extinction

  • Use segment: If true, the force will be limited to a segment and not an infinite line.

  • Segment length: Length of the line segment.

Vector Field vector field force icon

This node represents a force vector field.

  • Filename: Filename of the force vector field

  • Force activity: The force will be ignored if this is set to false.

  • Strength: The magnitude of the vector field relative to the original vector magnitude.

A value larger than 1.0 will increase the magnitude. A negative value will flip the direction.

  • Size: The size of the vector field bounding box in simulation space.

Note that the original bounds are ignored.

  • Position: The position of the center of the vector field bounding box in simulation space.

Note that the original bounds are ignored.

  • Rotation: The rotation of the vector field, in degrees, along the X, Y, and Z axes, respectively.

  • Scale: The relative scale of the vector field force.

  • Internal Num:

  • Internal min_bounds:

  • Internal max_bounds:

Noise noise force icon

This node represents a noise force

  • Force activity: The force will be ignored if this is set to false.

  • Position: The relative position of the noise force.

This will pan the entire force field as a whole.

  • Rotation: The relative orientation of the noise force.

This will rotate the entire force field as a whole.

  • Scale: The relative scale of the noise force.

A bigger scale makes lower frequency noise.

  • Seed: The seed of generated noise.

  • Octaves: How many octaves to generate. Higher values will add more detail to the noise but will be more expensive.

  • Lacunarity: The lucanarity determines how the frequency change for each octave.

A lucanarity of 2.0 will double the frequency every octave.

  • Gain: The gain determines how to amplitude change for each octave.

A gain larger than 1.0 will amplify the noise every octave, while a value less than 1.0 will dampen it.

  • Amplitude: The initial amplitude, or strength, of the noise.

  • Bias: The bias will shift the generated noise values.

  • Animation speed: Animation speed determines how quickly the generated noise will change in time.

Import import node icon

Import node

  • Filename: Filename of the animation

  • Master scale: Large scale multiplier, used to ease the very large of very small scenes.

  • Scaling: Scaling of the positions in the animation.

  • No triangle size limit (unstable): Large triangles might not get voxelized due to a triangle size limit. Disabling this limit can make the application unstable.

  • Position offset: Offset applied to the positions in the animation.

  • Rotation offset: Offset applied to the rotations in the animation.

  • Axis conversion: Conversion done on the orientation of the whole animation, depending on the original software.

  • Time offset: Delay before starting the first animation.

  • expose cameras: If on, imports the camera and animate them by exposing their positions and rotation, and field of view.

  • expose mesh transforms: If on, imports the mesh transforms and expose their positions and rotation.

  • expose light transforms: If on, imports the light transforms and exposes their positions and rotation.

  • expose other transforms: If on, imports other transforms and exposes their positions and rotation.

  • expose skeleton transforms: If on, imports other transforms and exposes their positions and rotation.

  • Import mesh geometry: If on, import the meshes geometry and animate it.

  • Masking Mode: Define masking mode used for that mesh.

  • Masking Mode: Define masking mode used for that mesh.

  • Masking Mode: Define masking mode used for that mesh.

  • Masking Mode: Define masking mode used for that mesh.

  • Reference Value: Everything under that value is ignored.

  • Reference Value: Everything under that value is ignored.

  • Reference Value: Everything under that value is ignored.

  • Reference Value: Everything under that value is ignored.

  • Thickness emission: Thickness of the mesh used for emission.

  • Thickness collision: Thickness of the mesh used for collisions.

  • Thickness render: Thickness of the mesh used for rendering.

  • Render as polygons:

  • Render all:

  • Render mask 1:

  • Render mask 2:

  • Render mask 3:

  • Render mask 4:

  • Albedo: Main color of the polygons.

  • Volumetric shading: If on, the meshes will be displayed using the volumetric shading used for the smoke, otherwise a more classical shading is used.

  • Lighting bias (vol.): Lighting bias is the offset used from the surface to access the lighting map, working like the shadow bias you have in real-time engines.

  • Replay speed: The replay speed of the animation.

  • Loop animation: If on, the animation will replay forever.

  • Override original fps: If true you can define the fps of the original file (might be useful for some unusual FBX/Alembic files).

  • Original fps: FPS replacing the one red by the importer.

  • Mesh Data To Be Loaded: States whether the mesh data is to be loaded

Export export icon

Image export image icon

This node represents the ability to export an image.

  • Use Absolute Frames: When active, it uses time step instead of incrementing from 0.

  • Flipbook Columns: The number of columns in the flipbook.

  • Flipbook Rows: The number of rows in the flipbook.

  • Image Size: Individual image size.

  • Flipbook Size: Global flipbook size.

  • Disconnected Pin Color: If an input pin is empty it will fill in this color in the final image.

  • Display Background Color: The color of the background if transparent.

  • Display Scale to Fit: Toggling this will scale the displayed image such that it fills the entire window while keeping the aspect ratio fixed.

  • Display Scale: This zoom in or out when playing back the flipbook

  • Export Mode: Whether to export as a single flipbook or sequence of image files

  • Component Mode: Channel layout of the export.

  • Automatic Frames:

  • First Frame: First frame that will be exported.

  • Num Frames: Total number of frames that will be exported.

  • Frame Stride: Number of frames between exported frames. A value of 1 means that all consecutive frames will be exported, a value of 2 means that every other frame is exported.

  • Playback Frame Rate: Flipbook playback rate in exported frames per second.

  • Outline Sprites: Toggling this will outline each individual sprite in the flipbook.

  • Filepath: Filepath for the exported image(s)

VDB export VDB icon

This node represents the ability to export a VDB.

For a detailed description on how to export VDB files check out our vdb page!

  • Export Density: If active, the smoke density will be exported.

  • Export Temperature: If active, the temperature will be exported.

  • Export Fuel: If active, the fuel density will be exported.

  • Export Flames: If active, the flames density will be exported.

  • Export Velocity: If active, the velocities will be exported.

  • Use Compression: If active, the file will be compressed.

  • Coordinate System: Coordinate system used in the file.

  • Length Unit: Length units of the exported file. Defaults to Centimeters.

  • Floor Is Zero: Transforms the VDB such that the (0, 0, 0) is at the center of the bottom of the simulation bounds.

  • Threshold: Minimal value for a cell to be exported, any cell containing less than that threshold will not be exported.

  • Automatic Frames: None.

  • First Frame: First frame that will be exported.

  • Num Frames: Total number of frames that will be exported.

  • Frame Stride: Number of frames between exported frames. A value of 1 means that all consecutive frames will be exported, a value of 2 means that every other frame is exported.

  • Use Absolute Frames: When active, it uses time step instead of incrementing from 0.

  • Filepath: Filepath for the exported VDB(s)