Node List#

Camera camera icon#

Collection of nodes related to 3d-cameras.

Camera camera icon#

This is what you’re looking through when rendering or viewing the effect.

The camera that is connected to the Render node determines the viewed angle for the export.

You can use a camera by selecting it in the Camera dropdown menu on top of the viewport.

Transform#

  • Lock: When you are happy with the camera position you can lock the camera so you can’t accidentally move it.

  • Position: Position of the camera in 3d-space.

  • Yaw Angle: Yaw angle, in degrees. Move perspective left and right.

  • Pitch Angle: Move perspective up and down.

  • Roll Angle: Roll angle, in degrees. Rotate perspective.

  • Use Camera: This button will use this camera in the viewport.

  • Copy from Current Camera: This button will copy the settings from the camera you’re currently looking through to the selected camera. This can be useful when you used the default camera to frame your effect and then want that orientation quickly translated to your render camera.

Display#

  • Field Of View: Field of View in degrees. specifies the angle at which objects are visible to the camera. Adjusting this is like zooming with a telelens.

  • Display Resolution: Resolution used in the render tab preview. This will also dictate its aspect ratio. Right next to the W and H (width and height) fields is a dropdown menu where you can select a resolution preset for 720p, 1080p or 4k. You can also add your own presets by inputting the desired pixel resolution in the W and H fields and clicking on the plus icon icon.

  • 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)

Backplate#

  • Use backplate: Use a backplate as a viewport background when looking through the camera.

  • First image filename: Filepath and name of the first image in the backplate sequence.

  • Filename prefix: Filepath and name of the first image in the backplate sequence without postfix.

  • Filename postfix: Postfix or extension of the backplate sequence files. Indicates the file type.

  • Filename Digits: Frame padding on the backplate sequence files.

  • Image count: Number of files in the image sequence.

  • Backplate frame rate: Backplate replay framerate. To make sure you set this right check out The timeline of my imported animation doesn’t line up.

  • First frame: Backplate starting frame.

  • Render before tonemapping: The tonemap pass is used to do color-correction as well as converting the High-Dynamic-Range image rendered from the Embergen shader to a Low-Dynamic-Range image for viewing on the screen. Enabling this option will alter the gamma and exposure of the backplate image by applying tonemapping. When using a Low-Dynamic-Range image like a jpeg you want to keep this off. When using High-Dynamic-Range images for your backplate like exr files you may get a better result turning this on.

Camera: Look At camera icon#

This node is a look at position for a camera.

  • Focus Position: Position in 3d-space the camera will be oriented to.

  • Coordinate Space:
    • Fixed Position: Will allow for changing the camera’s position and reveal the Camera Position parameter.

    • Fixed Orientation: Will allow for changing the camera’s orientation relative to the look-at and reveal the Camera Radius, Yaw Angle, and Pitch Angle parameters.

  • Camera Position: Position of the camera. With this, the camera will still always be oriented to the Focus Position.

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

  • Yaw Angle: This can be used to move around the focus point. By connecting this parameter to a cycle node with a low frequency you can create nice turntable animations.

  • Pitch Angle: Orient up or down from the focal point viewing it from a higher or lower angle.

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 and can be connected to any color parameter.

  • Color: Pick your color using the Color Picker.

Color Gradient color gradient node icon#

  • Interpolation Color Space: A dropdown menu with different methods of interpolating color from one point in the color gradient to another.

colorspace
  • Color Gradient: Creates a range of colors.
    • Add a point by left mouse button clicking on the gradient.

    • Move a point holding left mouse button and dragging.

    • Remove a point by selecting it with left mouse button and pressing Delete

    • Edit the color of a point by double-clicking left mouse button on it.

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.

Adjustments made here are only visible in the Render tab of the viewport.

Capture Types#

  • Capture Types: This is a list of all available capture types. You can specify the capture types you want using the checkboxes.
    • Render All: Renders all elements, basically gives the same result as what you see in the Scene tab.

    • Render: Final shading.

    • Direct Light: All light contribution except ambient light.

    • Ambient Light: Light contribution of the Light: Ambient node.

    • Emissive: Flames pass

    • Scattering: Light contribution of flames or emissive shapes on the smoke.

    • Emissive + Scattering: Emissive and Scattering values added together.

    • Alpha: Transparency channel.

    • Render Shapes: Final shading of the shapes.

    • Direct Light Shapes: All light contribution to the shapes except ambient light.

    • Ambient Light Shapes: Light contribution of the Light: Ambient node to the shapes.

    • Emissive Shapes: Emission value of the shapes. Shapes can be set to be emissive in the Visuals tab of the Emitter or Collider node.

    • Scattering Shapes: Light contribution of flames or emissive shapes on the shapes.

    • Emissive + Scattering Shapes: Emissive and Scattering values for the shapes added together.

    • Shadow Shapes: Outputs a shadow pass for the shadows cast onto the shapes. This can be used in compositing to make it seem like your effect is casting a shadow in your shot.

    • Alpha Shapes: Transparency channel for the shapes.

    • Motion Vector: Tells pixels were to move from one frame to another. This can be used in other software packages to interpolate between frames and reduce stepping.

    • Albedo: Color values of the smoke.

    • Depth: Visible voxels mapped to their distance from the camera. Higher values are closer to the camera and lower values are further away.

    • Smoke Mask: Density map for the Smoke channel.

    • Temperature: Density map for the Temperature channel.

    • Flames Mask: Density map for the Flames channel.

    • Six Point Normal Map: Interpretation of the normals based on six angles used as an input for a flipbook shader in other 3d-packages.

    • Gradient Based Normal Map: Interpretation of the normals based on a gradient used as an input for a flipbook shader in other 3d-packages.

    • Six Point: Interpretation of the normals based on six angles. Right, left, top, bottom, back, and front can be outputted to channels from this pass. This can be used in compositing for easily masking specific sides of your effect.

Current Render View#

Parameters for this tab will vary based on the currently selected Capture Type in the Render tab.

This tab therefore can be used to easily find the relevant parameters for the selected Capture Type.

All the parameters displayed here can also be found in one of the other tabs of the Render node regardless of what Capture Type is selected in the Render tab.

Common Parameters#

  • 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

  • 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.

  • Shapes Rendering: Rendering method for the shapes.
    • Ignore: Not rendered

    • Regular Lit: Blocking smoke and flames behind and lit by all lights.

    • Regular Unlit: Blocking smoke and flames behind and doesn’t receive any light. Uses the Albedo color specified in the Visuals tab of the Emitter or Collider node.

    • Regular Black: Blocking smoke and flames behind and doesn’t receive any light.

    • Holdout: Blocking smoke and flames behind and cutting the shapes out from the alpha channel. This can be useful in compositing when you have shapes that should move through the smoke or flames.

  • 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.

HDR#

In this tab, the High-Dynamic-Range status can be toggled for all or specific Capture Types.

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

Background#

In this tab, you can set the color of a capture type’s background for preview mode and export.

By default, all the backgrounds are black.

Components#

In this tab, you can define which components are visible for specific Capture Types. Default is taking all the channels that are set to be rendered in the Shading node.

Other Parameters#

  • 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.

  • Low frequencies: Low frequencies details contribution to masking.

  • Medium frequencies: Medium frequencies details contribution to masking.

  • High frequencies: High frequencies details contribution to masking.

  • 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.

Six-Points Parameters#

Parameters affecting the Six Point capture type:#

  • Per direction parameters: This will expose Shadowing intensity parameters for all directions seperated.

  • Shadowing intensity: Global intensity of the shadowing, used to reconstruct the normals. You can turn this up when the pass is too bright and blowing out all the details.

  • Smoke density boost: Smoke density multiplier. This can be useful when working with very thin smoke.

  • 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: Offset the brightness.

  • Gamma adjustment: Adjust the interpolation from the black point to the white point.

  • Blacks adjustment: Offset the black point.

  • Whites adjustment: Offset the white point.

Parameters affecting the Six Point Normal Map capture type:#

  • 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. This can be useful when working with very thin smoke.

  • Normal intensity: Intensity of the reconstructed normal.

  • Normalize normal: With this on, the map is forced to use the whole range of color.

Light lights icon#

Collection of nodes to light up your scene!

Point point light icon#

Light radiating from one point in space in all directions.

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

  • Intensity: The intensity/strength of the light. Negative values will darken.

  • Color: The color of the light.

  • Bulb size: Size of the light bulb. Negative values will give a more diffuse look.

Directional directional light icon#

Light coming from a specified direction. This light can be used to represent the sun.

  • Direction definition: Method of determining the direction.
    • Angles: This will reveal the Azimuth and Elevation parameters for controlling the direction by specifying the angles.

    • Positions: This will reveal the Source position and Target position parameters for controlling the direction by specifying two points on a directional line.

  • Azimuth: The rotation of the light. It’s like controlling the sun’s direction.

  • Elevation: The elevation of the light. It’s like controlling the time of day.

  • 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. Negative values will darken.

  • Light color: The color of the light.

  • Inherit sun color: Inheritance of sun color. Depending on the amount of Inherit sun color the light will change color based on its angle.

Ambient ambient light icon#

Light coming from all directions. This light can be used to represent the sky.

  • Intensity: The intensity/strength of the light. Negative values will darken.

  • Color: The color of the light.

  • Occlusion color: Occlusion color used in sky occluded area. Shadow color for areas not exposed to the sky.

  • 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 based on the specified Atmosphere color in the Skybox node and the angle of the Directional light.

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

Spot spotlight icon#

This node represents a spotlight. Light coming from one point in space pointing in a specified direction.

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

  • Direction definition: Method of determining the direction.
    • Angles: This will reveal the Azimuth and Elevation parameters for controlling the direction by specifying the angles.

    • Positions: This will reveal the Target position parameter for controlling the direction by specifying the point to where the spotlight should be aimed.

  • Azimuth: The rotation of the light.

  • Elevation: The elevation of the light.

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

  • Intensity: The intensity/strength of the light. Negative values will darken.

  • Color: The color of the light.

  • Cone angle: The opening of the light cone in degrees. Higher values will light up a bigger area.

  • Penumbra angle: The angle of the penumbra in degrees. Higher values increase softness on the edges of the casted circle shape.

  • Bulb size: Size of the light bulb.

Simulation simulation icon#

This node is where all the settings related to the global physics of the simulation are.

Simulation Size#

Check out our Voxels section for an explanation on voxels.

  • Current Size: Displays the calculated amount of voxels.

  • 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 meters.

  • Upscaling: Upscaling factor of the simulation: This will increase the simulation detail 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).

  • Fast upscaler: Upscaling without advection, just rough upscale from low res. Only the masking phase is done in high res. Can be useful for refining fire without adding unwanted detail.

  • Zero position on X, Y, and Z: Origin from were to count the voxels.

    For example, when using Min for Zero position on Z the origin for that axis will be at the bottom of the bounding box. This means when adding voxels they’ll be added to the top of the bounding box. If Zero position on Z would be set to Center voxels would be added to the top and bottom equally.

Particles Physics#

This tab only appears when setting the Rendering mode parameter in the Volume node to Particles Experimental or Hybrid Experimental!

  • 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.

  • 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.

  • Velocity damping: damping of the velocity per second.

Simulation#

  • Simulation Mode: The simulation mode:
    • 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. This method will add the following parameters:
      • Color advection flow: (Found in the Smoke behaviour tab) Percentage in which the color is transferred by the flow or velocity of the simulation. Changing this value will result in the channel’s values sort of separating from the simulation. Since a percentage stays in place and the rest moves along with the velocities.

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

  • 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 (Back and Forth Error Compensation and Correction) 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.

  • 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.

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

Time Control#

  • Looping Mode: The current looping mode of the simulation:
    • No Looping: Simulation moves forward in time normally.

    • Loop Simulation: Will try to turn the simulation into a loopable effect looping between the loop bounds visualized in pink in the graph editor. The loop bounds can be moved and extended using left mouse button dragging in the Timeline Editor. This option will expose the following parameters:
      • 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 that 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.

    • Repeat Simulation: Repeat the simulation upon reaching the Repeat Frame. This option will expose the Repeat Frame parameter.
      • Repeat Frame: What frame to reset the simulation at in Repeat Simulation looping mode. This is indicated with a moveable yellow line in the Timeline Editor.

looping bounds repeat sim


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

  • Timestep: Internal framerate of the simulation. Technically not a retiming slider but it can be used for slightly speeding up the simulation, by decreasing this value or slowing down the simulation by increasing this value.

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

Combustion#

  • Advanced parameters: With this checked, more parameters and tabs will be exposed for more specific control over the simulation. The following parameters will be exposed in this tab:
    • Advect fuel: Defines if the fuel will be advected like the smoke and temperature or will just stay on the emitter.

    • 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.

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

    • Combustion ignition temp: Temperature (in Kelvin) at which the fuel 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.

  • Generated smoke: Quantity of smoke generated by combustion.

  • Smoke dissipation: How quickly the smoke will dissipate. Higher values will make the smoke disappear quicker. 100% means 1.0 will be subtracted from the smoke value in a voxel every second.

  • Flame intensity: Higher values mean more flames coming from the combustion.

  • Expansion: Expansion/explosivity of the combustion.

Flow (adv)#

  • Advection flow: The advection is moving the different components (Smoke, Temperature, Fuel, or Flames) in the simulation space using the local velocities (coming from forces, buoyancy, additional pressure …). Usually, the flow parameters are at 100%, which means that all the components are following the flow defined by the velocity. If you reduce that to 50% that will keep 50% in place and move 50% per frame. Changing this value will result in the channel’s values sort of separating from the simulation.

Dissipation (adv)#

  • Temperature, Velocity, Smoke, Flames, Fuel dissipation (*): The rate of reducing per second. A value of 50% means half the temperature remains after 1 second, 25% of it remains after 2 seconds, etc. So multiplication by 0.5 every second.

  • Smoke, Flames, Fuel dissipation (-): Amount to be subtracted every second. So with a value of 1, 1.0 or 100% will be subtracted in every voxel every second. This method is much more aggressive for dissipation than the multiplication method.

Diffusion (adv)#

  • Temperature, Fuel, Flames, Smoke, Force Diffusion: Diffusion expressed in percentage from neighbor values. Negative values have a sharpening effect but can be unstable. Positive values have a softening effect on the channels. Force Diffusion is also known as viscosity.

  • Smoke diffusion by temperature: With this checked Smoke Diffusion is modulated by the temperature and the following parameters will be revealed:
    • Min temperature: Minimum temperature to diffuse the smoke.

    • Max temperature: Maximum temperature to diffuse the smoke.

Vorticity#

  • 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. This adds rotational forces to the simulation breaking it up.

  • Large vorticity intensity: The large vorticity amplification factor. This will boost every large-scale vortices in the simulation. This will give a more swirly look with smoke and fire rolling over itself.

  • 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).

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

Force#

  • Force Tightness: With a tightness of 0%, forces that are plugged into the Forces pin of the Simulation node are added to the current simulation, with a tightness of 100% the extra forces are completely replacing the existing forces.

  • Buoyancy: Adds a force going up based on the temperature of the cell, expressed in percentage of gravity per 1000 Kelvin.

  • Smoke weight: Adds a force going down based on the density of smoke in the cell, expressed in percentage of gravity per unit.

  • Fuel weight: Adds a force going down based on the density of fuel in the cell, expressed in percentage of gravity per unit.

  • Gravity multiplier: Overall gravity in the simulation.

  • Blocking: Turns the specified sides of the bounding box into a collider.

Wind#

  • 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 the wind blows.

  • Wind chaos: Amount of noise added to the wind force.

Shredding#

  • 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.

Turbulence#

  • Advection turbulence: Percentage of advection turbulence/noise. The amount in which density will be moved by the velocity field will be specified by the turbulence. High values will result in areas of density not moving along with the general motion.

  • Smoke turbulence: Percentage of smoke turbulence/noise. Smoke density is modified based on an advected noise.

  • Temperature turbulence: Percentage of temperature turbulence/noise. Temperature is modified based on an advected noise.

  • Turbulence size: Size of turbulence/noise pattern. Higher values mean bigger turbulence shapes.

  • Animation speed: Animation speed of the turbulence, a value of zero gives static turbulence. Higher values will give a faster-moving noise.

Mask#

  • 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.

Shading shading icon#

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

Lighting#

  • Advanced parameters: This will reveal advanced parameters in this tab and the Scattering tab. It will also add the AO (adv) tab. The advanced parameters for this tab are:
    • Volumetric shadow intensity: Intensity of shadow.

    • Shapes shadow intensity: Intensity of shadow.

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

  • Shadowing sharpness: Sharpness of the lighting/shadowing. Higher values will give more contrast between light and shadows.

  • Lighting anisotropy: Defines if the lighting is influenced by the direction of view. Low values ensure a constant lighting whatever direction the camera is looking at, higher values will increase the shading luminosity when the camera is pointing at the light source through the smoke.

  • Ambient occlusion: Ambient occlusion will calculate how exposed each voxel is to ambient lighting and darken the areas with little exposure.

  • Extinction color: Color of the shadows.

  • Smoke shadow density: Intensity of shadow.

  • Smoke shadow intensity: Lower values let the light go through the smoke reducing the shadow intensity.

Scattering#

  • Direct light contribution: Amount in which the direct light affects the smoke. Higher values give brighter smoke.

  • Flames contribution: Amount in which the flames light up the smoke.

  • Scattering occlusion: Occlusion/shadowing of the scattering. Higher values give darker and more contrasting shadows.

The following parameters are only shown with Advanced Parameters checked in the Lighting tab:

  • Light attenuation: Multi octave phase function attenuation.

  • Light contribution: Multi octave phase function contribution.

  • Phase attenuation: Multi octave phase function phase attenuation.

  • 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.

  • Octave count: Multi octave phase function octave count.

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

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

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

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

  • 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

AO (adv)#

Ambient occlusion will calculate how exposed each voxel is to ambient lighting and darken the areas with little exposure.

  • AO active: Activate the ambient occlusion.

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

  • 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.

  • AO radius: Higher values will extend the darkening effect outwards from the cavities.

Emissive Masking#

  • Masking Active: This will mask off the emissive/flames based on the density of the smoke.

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

  • Width: Transition width from the Density reference. Higher values will give a softer mask.

  • Masking ramp: Gamma interpolation within the transition width. A value of 1 will transition linearly over the transition width.

  • Masking intensity: Intensity/transparency of the masking. A value of 0 will turn the masking off.

  • Low frequencies: Low frequencies details contribution to masking.

  • Medium frequencies: Medium frequencies details contribution to masking.

  • High frequencies: High frequencies details contribution to masking.

Flames#

  • Render flames: Flames rendering active.

  • Coloring remap range: Range for the color remapping. Temperature range on which the color is mapped.

  • Coloring remap ramp: Gamma interpolation from Min to Max on the Temperature range.

  • 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. The dropdown menu has the following options:
    • Blackbody: Use the blackbody mapping to temperature color scheme. With this method, you can’t pick the fire color. This will expose the following parameter:
      • Blackbody ramp scale: Blackbody color ramp scaling. Higher values mean brighter flames.

    • Color Ramp: Use an adjustable color ramp based on one color. This will expose the following parameters:
      • Fire color: Color of the fire.

      • Red ramp: Red component ramp value.

      • Green ramp: Green component ramp value.

      • Blue ramp: Blue component ramp value.

    • Exposed Color Gradient: With this method, the color of the flames is controlled by a Color Gradient node. To connect this node, connect the Color output pin on the Color Gradient node to the Fire Color input pin on the Shading node.

  • Flames translucency: Allows translucency on the hottest parts of the flames. Checking this will reveal the following parameters:
    • 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. Higher values result in brighter flames.

  • Flames opacity: Flames opacity. Higher values result in brighter flames.

Smoke#

  • Render smoke: Smoke rendering active.

  • Remap by temperature: Remap the smoke color using temperature instead of density. This will also change the Coloring remap range Max value to 4500.

  • Coloring remap range: Range of density or temperature on which the color will be mapped.

  • Coloring remap ramp: Gamma interpolation from Min to Max on the range.

  • Smoke coloring: Technique used to colorize the smoke. The dropdown menu has the following options:
    • Single Color: The Smoke color parameter will be used to set a single smoke color.

    • Color Ramp: Use an adjustable color ramp based on two colors. This will expose the following parameters:
      • 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.

    • Exposed Color Gradient: With this method, the color of the smoke is controlled by a Color Gradient node. To connect this node, connect the Color output pin on the Color Gradient node to the Smoke Color input pin on the Shading node.

  • Smoke color: Color used for smoke.

  • 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.

Fuel#

In most simulations, fuel is ignited shortly after it’s emitted. Therefore it tends to have very little density in the scene and is hard to see. The visibility can be boosted by setting the Fuel density min limit to 0% and the Fuel density scale to a high value like 1000%.

  • Render fuel: Fuel rendering active. This will expose the following parameters:
    • 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 is where all the settings are related to the ground plane you see in the scene.

  • Ground: Type of ground used in the scene:
    • None: Ground plane is disabled.

    • Checkerboard: Ground plane is set to a checkerboard pattern.

    • Noise: Ground plane is set to a noise pattern.

    • Uniform Color: Ground plane is set to a uniform color.

    • Shadow Catcher: Ground is not lit by flames.

  • Ground distance: Distance between the simulation bounding box floor and the ground, in meters.

  • Ground scale: Scale of the ground pattern in tile per meter. This scales both the checkerboard and the noise pattern.

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

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

  • Ground primary color: This sets one of the colors using Checkerboard, one of the colors using Noise, and the color when using Uniform Color or Shadow Catcher.

  • Ground secondary color: This sets the other color using Checkerboard or Noise.

Skybox sky icon#

This controls the type of sky in your scene.

  • Sky: Type of sky/background used in the scene:
    • None: Sky is disabled.

    • Uniform Color: Sets the sky to one color using the Background color parameter.

    • Atmosphere: Mimicking a real sky. With any other option than Atmosphere, the inherit sky or sun colors won’t work for the ambient and directional light. Sky changes depending on the directional light angle. This will expose the following parameters:
      • Atmosphere color: Base color of the atmosphere. The other hues are relative to this.

      • Atmosphere Mie: Percentage of Mie scattering in the atmosphere (large particles scattering). Higher values will blur the horizon.

      • Atmosphere Rayleigh: Percentage of Rayleigh scattering in the atmosphere (small particles scattering). Higher values give more saturation.

    • Shade: Uses a color ramp as sky. This exposes the following parameters:
      • Background secondary color: Color for the higher part of the sky.

      • 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.

  • Background color: Primary background color. Lower part of the sky when using Shade mode.

  • Sky intensity: Intensity of the atmosphere. Higher values mean a brighter sky.

Volume volume icon#

Like pixels, voxels can undertake certain post-processing effects like sharpening. Unlike the Shading node, Volume modifies the values within the voxels to create certain effects.

Rendering Mode#

  • 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.

The following parameters are only available using Particles or Hybrid mode:

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

  • Particles blend type: Method of rendering the particles. There are the following options:
    • Translucent Oldest First: Semitransparent particles with the oldest particles in front of the newest.

    • Translucent Newest First: Semitransparent particles with the newest particles in front of the oldest.

    • Translucent Sorted Radix: Semitransparent particles with the particles closer to the camera in front of the particles further from the camera.

    • Opaque: Non-transparent particles.

    • Opaque Spheres: Non-transparent particles rendered as spheres.

    • Additive: Overlapping particles will be added together giving a brighter look.

  • Supersampling: Supersampling done in opaque mode. Higher values can give better-defined edges when looking very close up but will be heavy on the GPU.

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

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

Post Process#

  • Volume post process: Volume post process style. The following options are available:
    • None: No post processing.

    • Motion Blur: Blurs the volume along it’s velocity. This will reveal the following parameters:
      • Motion blur intensity: Amount of motion blur. Higher values give more and longer blur.

      • Smoke, Temperature, Fuel, Flames style: Blurring method used per channel.

    • Sharpen: This will reveal the following parameters:
      • Sharpen smoke, temperature, flames, fuel, colors: Sharpening of the channel. Negative values will give a blurring effect.

    • Dilate: Shrink or expand the volume. This will reveal the following parameters:
      • Smoke, Temperature, Flames, Fuel, Colored Smoke dilate: Dilation of the channel. Higher values will expand/dilate the volume lower values will shrink/erode the volume.

      • Dilate softness: Higher values will dampen the dilation effect.

Post Modulation#

  • Active: If checked, the modulation will alter the component. This will also reveal the next Post Modulation tab.

  • Source: The component used to compute the modulation.
    • Smoke, Temperature, Fuel, Flames: Modulation based on a simulation channel. This is after post-processing (like sharpen,motion blur, dilation) and post-modulation if there is another post modulation before this one.

    • Velocity: Modulation based on the velocity channel. This can be used to mask based on speed of the fluid.

    • Vorticity: Modulation based on the vorticity channel. This can be used to add some fine detail to your effect.

    • Height: Modulation based on heigth ranging from bottom to top of the bounding box.

    • Post Processed Smoke, Temperature, Fuel, Flames: Channel after post-processing but before post-modulation.

    • Pre Processed Smoke, Temperature, Fuel, Flames: Channel before any processing.

    • Masking Shapes SDF: Uses the shapes connected to the Mask Shapes pin of the Volume node for modulation.

    • Noise: 3D-noise used for modulation. This will reveal the following parameters:
      • Noise Seed: Each seed is giving a unique noise pattern.

      • Noise scale: Size of the noise pattern. Higher values give bigger shapes.

      • Noise advection intensity: Intensity of the advection applied to the noise. 0% is a static noise (if Noise animation speed is also 0), 100% follows the velocity field completely moving the noise pattern along with the simulation.

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

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

      • Noise Octaves: Number of layers of noise used for the noise pattern. Higher values give a more detailed noise.

      • Noise FBM Lacunarity: The lucanarity determines how the frequency changes for each octave. A lucanarity of 2.0 will double the frequency every octave. Higher values give smaller details each 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. Higher values mean more contrast in the noise for every octave.

      • Noise curve interpolation mode: Method of interpolating between points of the Per octave curve.

      • Per octave curve: Remaps the noise values. This can be useful for clipping values, or changing contrast. (add point: left mouse button click, remove point: left mouse button double click, move point: left mouse button drag)

    • Constant: Constant value on all voxels used for modulation.
      • Constant Amplitude: The constant amplitude by which the target will be modulated. Intensity of the constant.

  • Target: The component that will be modulated/affected.

  • Operator: The modulation type applied to the component:
    • Replace: Replace the target with the source.

    • Add Sub: Adds the source values to the target values. Subtracts when using a negative minumum value for Target Range

    • Min: Uses the lowest value from either the source or the target.

    • Max: Uses the highest value from either the source or the target.

    • Multiply: Multiplies the source values with the target values. This can be useful for masking the source out of the target.

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

  • Target Range: Output range of the modulation curve.

  • Interpolation mode: Method of interpolating between points of the Remapping curve.

  • Remapping Curve Remaps the Source values within the Source range. (add point: left mouse button click, remove point: left mouse button double click, move point: left mouse button drag)

  • Masking Source: This will mask out the created modulation effect. For example, by setting the Masking Source to the same component as the Target you can use it to dampen your modulation effect. Or you can mask your modulation based on the height, shapes, or a noise.

Slicing Mask#

Crop the visibility of your effect. Volume slicing doesn’t affect shape visibility.

  • Offset: Percentage of cropping inwards from the specified wall.

  • Width: Width of the specified slice. Higher values give a wider/softer transition.

  • Mask ramp: Gamma interpolation between the sliced and the not sliced part. 1 gives a linear transition.

Scene scene icon#

This is where visual postprocessing effects can be applied to the scene.

Tonemapping#

This is where a basic color correction can be applied to the 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.

  • 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.

Colors#

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

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

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

Vignetting#

Vignetting will darken the borders of the image putting more emphasis on the center.

  • Width: Width of the vignetting in pixels. Higher values mean a softer vignette.

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

  • Roundness: Roundness of the vignetting.

  • Intensity: Intensity of the vignetting. Higher values mean a darker border.

Style#

  • Rendering style: Style of rendering used in the scene:
    • Realistic: No filtering is applied.

    • Pixelized: reduces the rendering resolution of the scene. This will reveal the following parameters:
      • Pixel size: Size of the pixels in pixels. Higher values give a more pixelixed look.

      • 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.

    • Edge Detect Filter: Highlights the edges giving a stylized effect. This will reveal the following parameters:
      • Display background: If active, this will display the background 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. Sobel will detect more edges within the fluid.

      • Base color: Intensity of the base color (brightness of everything except the edges). The edges will be added on top of this.

    • Chromatic Abberation: Adds different distortions from the edges of the image to every color channel giving a rainbow like effect to the edges. This will reveal the following parameters:
      • Distortion: Distortion intensity of the chromatic aberration. Higher values will amplify the effect.

      • iterations: Number of iterations used in the chromatic aberration. Higher values can reduce stepping when using high Distortion values.

    • Kuwahara: A Kuwahara filter is applied which makes blobs of similar colors. This will reveal the following parameters:
      • Kuwahara intensity: Intensity of the Kuwahara filtering. 0 gives a very clean look. High positive or negative will give more details and sharp edges.

    • Anisotrophic Kuwahara: This Kuwahara method can also generate black edges. This will reveal the following parameters:
      • Flow smoothness: Smoothness of the flow, higher values will align the values on a larger scale, lower values will align the values more locally.

      • Kuwahara radius Amount of black strokes.

      • Kuwahara anisotropy: Anisotrophy of the colored blobs.

    • Colored Thin Strokes: Watercolor looking style. This will reveal the following parameters:
      • Flow smoothness: Smoothness of the flow, higher values will align the values on a larger scale, lower values will align the values more locally.

      • Strokes length: Length of the strokes/lines. Higher values will increase the length/extention of the lines/strokes, lower values will shorten them. Higher values give more stylized results.

    • Thick Strokes: Greyscale stylization showing large contrasted strokes following the flow of details in the image. Working better when you have a lot of details, like when rendering particles. This will reveal the following parameters:
      • Flow smoothness: Smoothness of the flow, higher values will align the values on a larger scale, lower values will align the values more locally.

      • Strokes width: Width of the ‘paint’ strokes, low value will display denser, smaller strokes, larger values will display thicker, larger strokes.

      • Strokes length: Maximal length of the ‘paint’ strokes.

      • Contrast: Strokes contrast. Higher values can give better defined strokes.

      • Luminosity Strokes brightness.

    • High Contrast Strokes: Black and white stylization showing large contrasted strokes following the flow of details in the image. This will reveal the following parameters:
      • Flow smoothness: Smoothness of the flow, higher values will align the values on a larger scale, lower values will align the values more locally.

      • Strokes thickness: Thickness of the ‘paint’ strokes.

      • Strokes length: Maximal length of the ‘paint’ strokes.

      • Contrast: Strokes contrast. Higher values can give better defined strokes.

    • Colored Thick Strokes: Combination of anisotropic Kuwahara and thick strokes stylization. This will reveal the following parameters:
      • Flow smoothness: Smoothness of the flow, higher values will align the values on a larger scale, lower values will align the values more locally.

      • Kuwahara radius Amount of black strokes.

      • Kuwahara anisotropy: Anisotrophy of the colored blobs.

      • Strokes length: Maximal length of ‘paint’ strokes.

      • Contrast: Strokes contrast. Higher values can give better defined strokes.

      • Luminosity Strokes brightness.

      • Strokes width: Width of the ‘paint’ strokes, low value will display denser, smaller strokes, larger values will display thicker, larger strokes.

  • 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.

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

  • Dithering mode: Dithering pattern used.

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

  • Remapping style: Method of mapping the inputted Color ramp to the image. This is done after all post-processing.
    • None: No remapping done.

    • Greyscale To Colorramp: With this method, the colors will be mapped from left to right on the ramp (dark to light) representing the luminance. This will reveal the following parameters:
      • Dithering type: Dithering pattern used.

      • Dithering intensity: Intensity of the dithering pattern. 0 gives no dithering, values above 1 give an even more stylized effect.

      • Pattern size: Size of the dithering pattern.

      • Remap ramp: Gamma correction applied to the Color Gradient. A value of 1 means a linear interpolation.

    • Use As Palette: With this method, the colors will be mapped to the most similar color available in the Color Gradient.
      • Weight channels: If active, this will weigh the RGB channels based on their luminosity.

Emitter emitter icon#

This node is responsible for filling the voxels with fuel, smoke, or temperature with the amount specified in the Emission tab.

Multiple emitters can be added to the simulation by connecting them to the Emitters pin on the left side of the Simulation node.

The emitter needs something to emit from. That’s why there is a Shapes pin on the left side of it.

The emission always comes from the connected shape, so a bigger shape also means more emission.

Activity#

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

  • 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. By default set to 0 which results in a continuous emission.

Transform#

The connected shapes are parented to the Emitter. So these controls will also move the connected shapes.

  • Position: The position of the emitter root.

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

Emission#

  • Fuel, Smoke, Temperature emission: Emission method:
    • No Emission: Emission will be turned off for this channel.

    • Add: The channel will be added to the voxels based on the emission rate and the input shape.

    • Add Clamped: The channel will be added to the voxels, but never exceed the Max Fuel, Temperature, or Smoke rate. Which is a parameter revealed by picking this method:
      • Max fuel, smoke, temperature: Maximum emission for the channel, the accumulated value will never be above this threshold.

    • Replace: This will replace the inputted shape voxels completely with the specified density of a channel. This will give more emission than other methods and leaves a clear representation of the emission shape in density.

  • Fuel, Smoke Rate: The added channel strength. This is the percentage of the value 1.0 for the channel in a voxel to be added every second.

  • Temperature: The target temperature in Kelvin. Amount of heat added to the simulation. Without temperature, the fuel won’t ignite and no flames will appear. The temperature channel is also responsible for making the smoke and flames rise due to buoyancy.

  • Smoke Color: Color of the emitted smoke. (Only available when using Colored Smoke as the Simulation Mode in the Simulation tab of the Simulation node)

Pressure#

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

  • Pressure random intensity: Divergence random intensity. Higher values are more chaotic and reduce the overall effect. 100% will turn the additional pressure off.

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

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

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

Forces#

  • Velocity transfer: Percentage of velocity to be transferred from the inputted shape or emitter motion into the simulation.

Visuals#

  • Show emitter: Render the emitter in the scene. When turned off you can set the emitter to only cast shadows:
    • Shadow caster: Render the shadow of the emitter in the scene.

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

  • Emit Light: With this checked, the emitter can emit light from the inputted shape.

  • Emissive: Light color.

  • Emissive Intensity: Amount of light to be emitted.

Particles Parameters#

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

  • Emission rate: Particles emitted every second.

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

  • Burst size: Particles emitted at the next burst.

  • Shading type: Defines how the particles will be displayed. Volumetric will inherit the lighting from the volumetric shading, Particles is a more classical per particle lighting. When using the Particles method the corresponding parameters will appear in the Particles Shading tab.

  • Emission type: Defines the way the random position is selected:
    • Regular: Particles will be spread out evenly over the emission shape.

    • Entangled: Particles will spawn in string like shapes.
      • Emission density: Density of the entangled or clustered emission, higher values mean fewer spaces between particles.

    • Clustered: Particles will spawn in seperate dense areas:
      • Cluster size: Size of emission clusters.

  • Lifetime limits: Range for the lifetime of particles. Each particle gets a random lifetime between the minimum and maximum values.

  • Size limits: Range for the size of particles. Each particle gets a random size between the minimum and maximum values.

  • 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.

  • Tightness: Tightness of the forces, a value of 100% will strictly follow the fluid simulation, a lower value will partly conserve the velocity between frames. A value of 0 will just move all the particles down by gravity not affected by anything else.

  • 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.

  • Sharpness: Sharpness of the rendered particles. Values above 101 will invert the sprites.

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

  • Particles render type: Rendering method of the particles:
    • Camera Aligned: Sprites are always facing the camera.

    • Camera Aligned Fixed Size: Sprites are always facing the camera and always the same scale regardless of the proximity of the camera.

    • Velocity Aligned: Sprites are oriented along their velocity. This will reveal the following parameters:
      • Blur type: Defines the motion blur attenuation spreading.

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

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

    • Velocity Aligned Fixed Size: Sprites are oriented along their velocity and always the same scale regardless of the proximity of the camera.

Particles Shading:#

This tab differs based on the set method in the Shading type parameter in the Particles Parameters tab.

Volumetric#

  • Embers chance: Amount of particles fading over time.

  • 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.

Per Particle#

  • Initial color type: Method of interpreting the Color Gradient connected to the Initial Color parameter:
    • Uniform Color: Uses a single color (So you can’t use a color gradient.) for all particles.

    • Random Per Particle: Each particles gets a random color from the Color Gradient assigned.

    • Per Particle Matching Size: The color of each particle is mapped to the color gradient based on it’s size. (left to right = small to large)

    • Per Particle Matching Lifetime: The color of each particle is mapped to the color gradient based on it’s lifetime. (left to right = short to long lifespan)

    • Position Based: When emitted particles are mapped to the gradient based on their position on a 3d noise. This will reveal the following parameters:
      • Noise frequency: Frequency of the noise. Higher values mean larger areas that will emit the same color.

      • Noise speed: Animation speed of the noise. A value of zero is non-animated noise. Higher values result in areas emitting different colors more frequently.

    • Cycle With Time: Will emit the different gradient colors over each cycle of time. Picking from the Color Gradient points from left to right every cycle. This will reveal the following parameter:
      • Cycle duration: Duration of a color cycle.

    • Ping Pong With Time: Will emit the different gradient colors over each cycle of time. Picking from the Color Gradient points from left to right and then from right to left every other cycle. This will method also uses the Cycle Duration parameter.

  • Initial color: Color of the spawned particles. Expose this parameter to connect a Color Gradient to it.

  • Modulation type: Method of modulation the colors based on the Color Gradient connected to the Modulation Color parameter :
    • Uniform Color Modulation: All particles are modulated evenly and not multiplied by the Modulation color

    • Modulation Over Life: At the start of their life every particles color is multiplied with the left side of the Color Gradient gradient and at the end of their life with the rigth side of the Color Gradient. For example, when using a Color Gradient that fades from white to black from left to right, particles will fade out over their lifespan.
      • Flip modulation gradient: This will interpret the Color Gradient from right to left instead of left to right.

      • Modulation over life limits: With this you can set the range for interpreting the life values to be mapped to the gradient. This can be useful when the lifespan is mapped to a too small area of the gradient for example.

    • Modulation Over Size: Particles from small to big will be multiplied with the gradient color from left to right.
      • Modulation over size limits: With this you can set the range for interpreting the size values to be mapped to the gradient. This can be useful when the size is mapped to a too small area of the gradient for example.

    • Modulation Over Speed: Particles from slow to fast will be multiplied with the gradient color from left to right.
      • Modulation over speed limits: With this you can set the range for interpreting the speed values to be mapped to the gradient. This can be useful when the speed is mapped to a too small area of the gradient for example.

  • Modulation color: Color used to modulate the initial color. Expose this parameter to connect a Color Gradient to it.

  • Color boost: Color boost of the particle color. Higher values will give a glow effect and have the particles appear bigger. This only applies to newly spawned particles. It also isn’t visible on opaque particles.

  • Opacity: Opacity of the spawned particles. This only applies to newly spawned particles. For opaque particles, this parameter serves as a scale multiplier.

  • 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: Amount of inheritance of the volumetric lighting.

Shapes shapes icon#

Primitive shapes 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:
    • Sphere sphere Icon Ball shape which can only be scaled uniformly.
      • Radius: The radius of a Sphere shape in meters. Higher values give a bigger sphere.

    • Box box Icon Cube which can be scaled in three axis:
      • Size: The size of the Box shape in meters.

    • Rounded Box box Icon Cube that can have a specified rounding on the edges:
      • Size: The size of the Rounded Box shape in meters.

      • Bevel: The bevel of a Rounded Box shape. Higher values give rounder edges.

    • Capsule capsule Icon Cylinder like shape with a spherical top and bottom:
      • Length: The length of a Capsule shape in meters.

      • Radius: The radius or thickness of a Capsule shape.

    • Torus torus Icon Donut-like shape controlled by two radiuses:
      • 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.

    • Cylinder cylinder Icon Round bar shape:
      • Radius: The radius or thickness of a Cylinder shape.

      • Height: The height or length of a Cylinder shape.

    • Rounded Cylinder cylinder Icon Cylinder with the option to bevel the edges:
      • Radius: The radius or thickness of a Rounded Cylinder shape.

      • Height: The height or length of a Rounded Cylinder shape.

      • Bevel: The bevel of a Rounded Cylinder shape.

    • Tube tube Icon Cylinder with a hollow inside:
      • Radius: The outer radius or thickness of a Tube shape.

      • Height: The height or length of a Tube shape.

      • Cap One: Close bottom.

      • Cap Two: Close top.

      • Thickness: The thickness of a Tube shape.

    • Cone cone Icon Cylinder with adjustable top and bottom radius:
      • Radius One: The radius of the Cone shape’s first cap (bottom).

      • Radius Two: The radius of the Cone shape’s second cap (top).

      • Height: The height of a Cone shape.

    • Rounded Cone cone Icon Two connected spheres. Useful for creating tear like shapes:
      • Radius One: The radius of the Cone shape’s first cap (bottom sphere).

      • Radius Two: The radius of the Cone shape’s second cap (top sphere).

      • Height: The height of a Cone shape. Distance between spheres.

    • Ellipsoid ellipsoid Icon Sphere which is scalable in three axes:
      • Radius: The radiuses of an ellipsoid shape along the X, Y, and Z-axis.

  • Position: The local position of the shape.

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

Burst burst icon#

This node can quickly spawn in various shapes. This is especially useful for making good-looking explosion shapes.

Main#

  • 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.

  • Amount of shapes: Amount of shapes to be spawned within each burst.

  • Random seed: Seed used for the randomization. A different number gives a different looking burst.

  • Emission type: Define if the emission is a single burst or an endless repetition of bursts:
    • Single Burst:
      • Trigger: When changed from false to true, this will trigger the burst. Using keyframes you can specify a point in time to start the burst.

    • Repeated Bursts:
      • Burst duration: Duration of the whole burst animation.

      • Burst Interval: Time in seconds between each burst. A value of zero will give a continuous burst.

  • Range of shapes duration: Minimal and maximal time to do a complete expansion of a shape. Animation length for the growing shape.

Positions#

  • Distribution shape: Emission shape for the spawned shapes:
    • Box Random: Shapes will randomly spawned within a box shape.

    • Box Evenly Distributed On X,Y,Z: Shapes will be spawned randomly within the box shape but evenly distibuted over the specified axis. This can reduce cluttering in the specified axis.

    • Ellipsoid Random: Shapes will randomly spawned within a ellipsoid (spherical) shape.

    • Ellipsoid Evenly Distributed: Shapes will be evenly distributed within the ellipsoid (spherical) shape.

  • Extend on X,Y,Z-axis: Extend the spawn area on the specified axis. This determines the spawn cube or ellipsoid scale. Higher values mean more space between the shapes.

Shapes#

  • Trigger order: Order in which the shapes will spawn:
    • Evenly Distributed: Shapes will be triggered evenly over the emitter shape.

    • Random: Shapes will be triggered randomly over the emitter shape.

    • Center To Outside: Shapes will be triggered first in the center of the emitter shape then moving outwards.

    • Outside to Center: Shapes will be triggered first at the borders of the emitter shape then moving inwards.

    • X,Y,Z Axis Upward: Shapes will be triggered from the negative side of the axis to the positive side of the axis.

    • X,Y,Z Axis Downward: Shapes will be triggered from the positive side of the axis to the negative side of the axis.

    • Simultaneous: All shapes will be triggered at once.

  • Initial radius: The radius/size range of spawned shapes.

  • Size distribution: How the different sized shapes will be distributed in space:
    • Evenly Distributed: Different sized shapes are distributed evenly over the emission shape.

    • Random: Different sized shapes are distributed randomly over the emission shape.

    • Center To Outside: Large shapes will spawn in the center small shapes will spawn at the outside of the emission shape.

    • Outside To Center: Large shapes will spawn on the outside small shapes will spawn in the center of the emission shape.

    • X,Y,Z Axis Upward: Small shapes will appear at the negative side of the axis, large shapes will spawn at the positive side of the axis.

    • X,Y,Z Axis Downward: Small shapes will appear at the positive side of the axis, large shapes will spawn at the negative side of the axis.

  • Range of expansion: Minimal and maximal expansion of a shape. Higher values mean shapes can grow bigger. This is also the range for the Remapping curve.

  • Interpolation mode: Method of interpolating between curve points in the Remapping curve.

  • Remapping curve: Time remapping curve for the shape expansion animation. Time is represented horizontally from left to right over the curve. A vertical value of 0 means the shape is at the Min Range of expansion (by default 10%). A vertical value of 100 means the shape is at the Max Range of expansion (by default 100%). For example, you can invert the animation (have shapes shrink instead of grow) by moving the first point to 100 and the last point to 0.

  • Shape type:
    • Sphere: Default shape spawning spheres.

    • Cylinder:
      • Thickness is relative: With this checked the length of the cylinder will be relavive to the scaling of the shapes.

      • Relative thickness: (only available when Thickness is relative is checked) Multiplier for the cylinder length. Higher values give taller cylinders.

      • Absolute thickness (only available when Thickness is relative is checked) Fixed thickness (height,length) of all cylinders.

      • Shape rotation: Rotation of the cylinders.

      • Rotation randomness: Randomization for the cylinder rotations. Higher values will have each cylinder differ more from the general rotation.

    • Ring:
      • Thickness is relative: With this checked the length of the ring will be relavive to the scaling of the shapes.

      • Relative thickness: (only available when Thickness is relative is checked) Multiplier for the ring length. Higher values give taller rings.

      • Absolute thickness (only available when Thickness is relative is unchecked) Fixed thickness (height,length) of all rings.

      • Shape rotation: Rotation of the rings.

      • Rotation randomness: Randomization for the ring rotations. Higher values will have each ring differ more from the general rotation.

    • Hollow Sphere: Looks like spheres but hollow inside. This way you can have larger shapes with a more specified amount of fluid emission.
      • Width is relative: With this checked the width of the sphere walls will be relavive to the scaling of the shapes.

      • Relative width: (only available when Width is relative is checked) Multiplier for the sphere walls width.

      • Absolute width (only available when Width is relative is unchecked) Fixed width of all sphere walls.

    • Spike:
      • Thickness is relative: With this checked the thickness of the spike will be relavive to the scaling of the shapes.

      • Relative thickness: (only available when Thickness is relative is checked) Multiplier for the spike thickness. Higher values give thicker spikes.

      • Absolute thickness (only available when Thickness is relative is unchecked) Fixed thickness of all spikes.

      • Shape rotation: Rotation of the spikes.

      • Rotation randomness: Randomization for the spike rotations. Higher values will have each spike differ more from the general rotation.

  • Velocity injection: Amount of force to be injected into the simulation due to the scaling of the shapes. This value works together like a multiplier with the Velocity transfer parameter in the Forces tab in the Emitter node.

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 a more detailed noise.

  • Lacunarity: Ratio of scale between two consecutive octaves.

  • Gain: Ratio of amplitude between two consecutive octaves. A value of 0 wont show the extra octaves, a value of 2 will only show the latest extra octave.

  • 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 shapes Icon#

This node blends multiple shapes into one shape.

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

  • Type: The connected shapes are blended and using the selected operator:
    • Union blend union Icon Merges Shape A and B together.

    • Smooth Union blend union Icon Merges Shape A and B together. With the option of smoothing out the connection area.
      • Smoothness: Smoothness of the blending, higher values increase the connection area.

    • Subtraction blend subtract Icon Subtract Shape B from Shape A (cut Shape B out of Shape A)
      • Bias: This offsets the surface of the cut.

    • Smooth Subtraction blend subtract Icon Subtract Shape B from Shape A (cut Shape B out of Shape A) With the option of smoothing out the connection area.
      • Smoothness: Smoothness of the cutout, higher values increase the connection area.

      • Bias: This offsets the surface of the cut.

    • Intersection blend intersect Icon Results in the intersecting area between Shape A and B.

    • Smooth Intersection blend intersect Icon Results in the intersecting area between Shape A and B. With the option of smoothing out the connection area.
      • Smoothness: Smoothness of the borders, higher values increase the connection area.

    • Add blend add Icon This operator is meant to put cavities in Shape A using a Noise shape for Shape B.
      • Range: Range of values used from the Noise shape. Higher values give smoother and slightly bigger cavities.

      • Bias: This offsets the surface of the cutout. Higher values give smaller cavities.

      • Amplitude: Cavity depth. Negative values will invert the cavities into bumps.

    • Morph blend morph Icon Morph Shape A into Shape B
      • Weight: Blending weight : 0 is Shape A, 1 is Shape B.

Particles particles icon#

This node represents a shape based on a particle system.

Main#

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

  • Modulate size by life: Modulate the size of particles based on their life.

  • Position: The local position of the mesh shape.

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

  • Seed: Each unique seed (number) will give a unique randomization of the particles.

Emission#

  • Emission: Switching this to on will trigger the emission of a burst of particles when Spawn type is set to Single Burst

  • Spawn type:
    • Single burst: Needs a toggle Off/On for the emission to start. Only spawns one burst of particles.
      • Burst size: Amount of particles to be spawned per burst.

    • Multi burst: Restart the particle system at a given time interval. Spawns a burst of particles every time interval.
      • Burst size: Amount of particles to be spawned per burst.

      • Time between bursts: Time between two consecutive bursts.

    • Continuous: Continuously emit particles at a given rate.
      • Spawn rate: Emission rate in particles per second.

  • Initial position Type:
    • Center Position: Particles will only spawn from the center position point of the Particles node.

    • Range: Particles will spawn within a box shape.
      • Initial pos range: Specifies the emission box scale in all axis.

      • Position on surface: If on, initial position (spawn position) is only on the surface of the emission box, otherwise the position is inside the box.

    • Sphere: Particles will spawn within a sphere shape.
      • Initial pos radius: Initial position sphere radius. Radius of the emission sphere.

      • Position on surface: If on, initial position (spawn position) is only on the surface of the emission sphere, otherwise the position is inside the sphere.

  • Life range: Life range of particles in seconds. Lower values mean particles disappearing earlier.

Motion#

  • Initial speed Type: Initial speed randomization type.
    • Velocity Range: Initial speed for each particle is randomly picked between the min and max speed per axis.
      • Min speed: Minimal initial speed of the particles in meters per second.

      • Max speed: Maximal initial speed of the particles in meters per second.

      • Extreme speed: Use extreme speeds only. The direction is still specified with the Min Speed and Max Speed parameters, but all the speeds are set the to the maximum.

    • Velocity Cone: Particles will be shot out in a conical shape.
      • Cone direction: Orientation of the cone. For example, with X and Y at 0 and Z at 1 the cone is pointed straight up. With both X and Z at 1, the cone is pointed at a 45 degree angle.

      • Cone spreading: Opening of the cone in degrees. Higher values will have particles shoot out in a wider range of directions.

    • Velocity From Position: Particles shoot outwards based on their initial positions. This works with Initial position type in the Emission tab set to Range or Sphere. If it’s set to Center Position particles will just fall straight down.
      • Min speed: Minimal initial speed of the particles.

      • Max speed: Maximal initial speed of the particles.

  • Speed scale: Speed scale multiplier. Higher values result in all the particles going faster.

  • Dragging range: Drag of the particles. This slows particles down over time. Higher values mean more dragging.

  • Modulate drag by life: Modulate the dragging of particles based on their life.
    • Interpolation mode: Method of interpolating between curve points in the Drag scale by life curve.

    • Drag scale by life: The horizontal axis is the life of the particle (left birth, right death), the vertical axis is the amount of drag.

  • Force injection: Percentage of particles velocity injection in simulation. This value works together like a multiplier with the Velocity transfer parameter in the Forces tab in the Emitter node.

  • Gravity: Gravity influence of the particles. Lower values mean more downward force.

  • Min, Max init rotational speed: The rotational speed for each particle is picked within this range. Rotation speed will add a rotational force from the particles into the simulation. This is multiplied by a number of factors. If any of these are 0 you won’t get any rotational force added into your simulation. Make sure to check these when you’re not getting any or the desired result. The particle size, the rotational speed specified in this parameter, Force injection and Velocity transfer specified in the Forces tab of the connected Emitter node.

  • Advection intensity: Amount of influence of the simulation on the particles. This means particles will move along with effects caused by other emitters and are affected by forces.

  • Modulate advection by life: Modulate the advection intensity of particles based on their life.
    • Interpolation mode: Method of interpolating between curve points in the Advection scale by life curve.

    • Advection scale by life: The horizontal axis is the life of the particle (left birth, right death), the vertical axis is the amount of advection.

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

  • Modulate tightness by life: Modulate the tightness intensity of particles based on their life.
    • Interpolation mode: Method of interpolating between curve points in the Tightness scale by life curve.

    • Tightness scale by life: The horizontal axis is the life of the particle (left birth, right death), the vertical axis is the amount of tightness.

  • Chaos range: The amount of added chaotic motion to the particles is randomly picked within this range in meters per second. Higher values mean more chaotic motion (turbulence).

  • Modulate chaos by life: Modulate the chaotic movements of particles based on their life.
    • Interpolation mode: Method of interpolating between curve points in the Chaos scale by life curve.

    • Chaos scale by life: The horizontal axis is the life of the particle (left birth, right death), the vertical axis is the amount of chaos.

Shape#

  • Render with capsules: Render particles with capsules to fill inbetweens. This results in more emission and nicer trails since particles will be longer.
    • Capsules stretching: Stretching of the capsule based on the velocity. Higher values mean longer particles.

  • Size range: The size of the particles in meters is randomly picked within this range.

  • Modulate size by life: Modulate the particles size based on their life.
    • Interpolation mode: Method of interpolating between curve points in the Size scale by life curve.

    • Size scale by life: The horizontal axis is the life of the particle (left birth, right death), the vertical axis is the size.

Collisions#

  • Collisions: Particles can collide with either the shapes specified with the Collider node or with the sides of the bounding box. This can be done with the following methods:
    • Ignore: No collisions are calculated, particles will go straight through.

    • Kill: Particles will be killed (disappear) when colliding.

    • Kill And Generate Impacts: Particles will be killed (disappear) and will spawn an impact shape when colliding. An impact shape is a sphere shape that pops up at the place of collision. This can be used to emit from to create effects specifically in impact. The impact shapes are outputted from the Impact shape pin on the Particles node.

    • Collide: Particles will bounce off when colliding.

    • Collide And Generate Impacts: Particles will bounce off and will spawn an impact shape when colliding.

  • Friction: Friction of the particles on the colliders. Higher values will slow the particles down when interacting with a collision surface.

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

  • Velocity transfer: Transfer of the velocity from the collider to the particles. This can give more realistic results when using moving colliders.

  • Impact decay time: Duration of the impact shape animation.

  • Impact scale: Scale of the impact shapes.

  • Impact scale by velocity: Higher speed particles will generate bigger impacts when colliding. The scale is multiplied with the velocity. This means the impact scale can get quite big and you might need to adjust the Impact scale parameter down to compensate.

  • Impact life reduction: Percentage of remaining particle life to be removed upon impact. A value of 100% means partciles will die on collision.

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

Modifier modifier icon#

This node allows the modification of a shape.

It should be connected like this in the Node Graph.

modifier connection
  • 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.
      • Thickness: Extra thickness added to the shape. Higher values mean a bigger and rounder shape.

    • Golf ball: Adds a pattern of dents on the surface of the shape.
      • Frequency: Frequency of the dents. Higher values mean more dents. Lower values mean bigger dents.

      • Amplitude: Intensity of the effect. Higher values mean deeper dents. Negative values will give a pattern of bumps.

    • Invert: This will turn all empty space into shape voxels and turn all shape voxels into empty space.
      • Offset: Higher values will shrink the shape leaving a smaller hole. Negative values will grow and round the shape leaving a bigger hole.

Collider collider icon#

This will make the smoke or flames collide with the shape that’s plugged into the node.

General#

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

  • Position: The position of the collider root.

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

Position and rotation work as a parent moving and rotating all the shapes connected to the collider node.

Physics#

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

  • Distance repulse: The distance from which the collider considers collisions. Higher values mean density is collided a further distance from the collision shapes.

  • Friction: Friction/stickiness of the surface.

  • Repulsion: Repulsion (bounciness) of the surface.

  • Velocity transfer: Quantity of velocity injected from the collider shapes motion into the simulation.

Visuals#

  • Show collider: Render the collider in the scene. When turned off you can set the collider to only cast shadows:
    • Shadow caster: Render the shadow of the collider in the scene.

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

  • Emit Light: With this checked, the collider can emit light from the inputted shape.

  • Emissive: Light color.

  • Emissive Intensity: Amount of light to be emitted.

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 types
  • Waveform 1,2,3: When linked to a parameter with a single value only Waveform 1 is relevant. When modulating a position or rotation parameter 1,2,3 is linked to X,Y,Z. When modulating a color parameter 1,2,3 is linked to R,G,B. There are the following types of waveforms:
    • None: No oscillation, the value for the waveform will be constant over time and set to the value specified in the Base parameter.

    • Sine: Sinewave, smooth oscillation back and forth.

    • Saw: Oscillation over a modulo curve, the value will abruptly reset to the same value every cycle.

    • Pulse: Abruptly switches from a top value to a bottom value back and forth.

    • Noise: Values change in an irregular way.

    • Random Saw: Values will rise to a random number every cycle. The teeth of the saw all have different heights.

    • Random Pulse: Abruptly switches from a random top value to a random bottom value back and forth.

    • Random Step: Steps to a random constant value every cycle.

    • Custom: Customized waveform to be repeated every cycle.
      • Custom Waveform: Horizontal axis: time of each cycle, Vertical axis: Value.

  • Base: Center value for the parameter. This can be used to offset the whole oscillation curve.

  • Frequency: Number of times per second the pattern is repeated. Number of cycles per second. Higher values will make the values change faster.

  • Phase: Temporal offset of the waveform.

  • Amount: Intensity of the waveform. Higher values will have the oscillated values deviate further from the base.

  • Attenuation: Intensity multiplier for all the waveforms.

MIDI midi icon#

Generates a signal for modulating parameters based on pressing buttons on a MIDI controller like a keyboard.

To use this you first need to check Settings/Preferences/General/Enable MIDI support

  • Component count: Toggle between 3 outputs (for position, rotation, or rgb) or a single output.

  • MIDI Learn: Press this and than use a desired MIDI key to specify the control.

  • Midi event: Select the type of events that will modify the values.
    • Note Trigger keyboard icon Add a spike on the signal by hitting a button.
      • Note: MIDI note to use to trigger the signal. This can be set manually here, but it’s easier to use the MIDI Learn button to set it automatically.

    • Control Change knob icon Control the signal using a MIDI slider or dial.
      • Control ID: MIDI button or dial to use to control the signal. This can be set manually here, but it’s easier to use the MIDI Learn button to set it automatically.

  • Base: Center value for the parameter.

  • Amount: Signal modifier amount for the value. Higher values mean bigger signal changes.

  • Decay rate: Decay rate of the value after triggering a note. Higher values mean the signal returns quicker to the base value.

  • Channel: For use with multiple MIDI controllers. Each MIDI controller can be set to a specific channel on the hardware. This parameter can be used to identify specific MIDI controllers. A value of -1 will use all MIDI controllers.

  • Attenuation: Amount multiplier for all signals.

  • Last midi message: Displays the last MIDI inputs, like a note or slider change. This can be helpful for debugging or when setting the Note or Control ID manually.

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 1,2,3: When linked to a parameter with a single value only Mode 1 is relevant. When modulating a position or rotation parameter 1,2,3 is linked to X,Y,Z. When modulating a color parameter 1,2,3 is linked to R,G,B. There are the following modes:
    • None: Value is kept at 0

    • Normal: Values incline over a saw-wave.

    • Inverted: Values decline over a saw-wave.

  • Frequency: Frequency of the cycles. When used for rotations, higher values make objects spin faster.

  • Phase: Temporal offset of the saw-wave.

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.

  • Value: Outputted modulation value. When linked to a parameter with a single value only X is relevant. When modulating a base, position, or rotation parameter X,Y,Z is linked to X,Y,Z. When modulating a color parameter X,Y,Z is linked to R,G,B.

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.

modulator usage

Math math icon#

Outputs a signal as a 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. Typically used on the output signal of an Oscillator node.

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

  • Temporal Scale: Time remapping for the input signal. For example, a value of 200% makes an input sinewave oscillate twice as fast.

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: Falloff means the force will only affect the simulation from a specified distance from the force position. Using this reduces the force a lot so you might have to adjust Repel Strenght to compensate.
    • None: No falloff the force is affecting the whole simulation.

    • Linear: Force intensity falls off linearly.

    • Quadratic: Force falls off over a quadratic (exponential) curve. Which is a quicker decrease in force than linear.

    • Cubic: Force falls off over a cubic curve. Linear, Quadratic, Cubic and Custom expose the following parameters:
      • Inverse falloff: If true, the force will be reduced as you come near the force center.

      • 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 force center in meters where the forces are maximal.

    • Custom: Force falls off over a specified exponent.
      • Falloff exponent: Ramp exponent of the falloff, higher values mean a quicker force extinction. This can be seen as the gamma value of a curve.

  • Chaos scale: Size of the force chaos. Higher values mean less detail and bigger variations.

  • Chaos animation speed: Animation speed of the chaos, higher values will change the noise more often.

  • Chaos intenity: Intensity of the chaos, higher values mean more randomness.

  • Chaos seed: Seed used to generate the chaos noise pattern. Each seed gives a different randomness.

Vorticles vorticles force icon#

Vorticles are a sort of particles that can be put into the simulation to add pushing and rotating forces to it.

Main#

  • Use vorticles: Activate vorticles in the simulation. Unchecking this will turn the force off.

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

  • Vorticles seed: Seed used for the random generation of the vorticles.

  • Vorticles count: Current vorticles count. Higher values means more vorticles in the scene.

  • Position: Main position of the Vorticles force.

  • Rotation: Main rotation of the Vorticles force.

Position#

  • Position spawn shape: Spawn shape (emitter shape) of the vorticles.
    • Fill Volume: Vorticles spawn randomly within the bounding box.

    • Box: Vorticles spawn within a box shape. The position of this box is specified with the Position parameter in the Main tab.
      • Size: Size of the box containing the vorticles.

      • Spawn on surface: Spawn vorticles only on the surface of the box.

    • Sphere: Vorticles spawn within a sphere shape. The position of this sphere is specified with the Position parameter in the Main tab.
      • Radius: Radius of the sphere containing the vorticles.

    • Line: Vorticles will spawn along a line shape. The position of this line is specified with the Position parameter in the Main tab.
      • Length: Length of the line on which the vorticles will spawn.

    • Spiral: Vorticles will spawn along a spiral shape. The position of this spiral is specified with the Position parameter in the Main tab.
      • Radius: Radius of the spiral.

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

      • Height: Height of the spiral. A value of 0 will give a circle.

      • Pinching: Pinching of the spiral. Higher values will taper off the top of the spiral. Negative values will widen the top of the spiral.

  • Randomize position: Randomization of the vorticles positions. For example, when using with a line shape this will determine how much the spawn location of each vorticle can deviate from the line shape in each axis.

  • Advection intensity: Intensity of how much the vorticles move along with the simulation.

Orientation#

  • Orientation damping: Smoothen the orientation changes of the vorticles. A value of 100% gives a static orientation.

  • Orientation spawn type: Method of orienting the vorticles:
    • Constant: Orientation is set to a constant value.
      • Orientation: Constant orientation of the vorticles. For example, setting X and Y to 0 and Z to one will have all the vorticles point upwards.

    • Shape Aligned: Vorticles will be oriented along the Position spawn shape.
      • Orientation axis: Vorticle axis used to orient along the Position spawn shape.

    • Point to Center: Vorticles will be oriented to point towards the center.
      • Orientation axis: Vorticle axis used to orient towards the center.

    • Random: Fully randomises the vorticles orientations.

  • Invert direction: Inverts the force direction of the vorticles.

  • Randomize direction: Randomises the force direction of the vorticles.

  • Randomize orientation: Randomization of the orientation. Higher values will have the vorticles orientation deviate further from anything it’s aligned to.

Life#

  • Min, Max life: Vorticles minimum and maximum lifetime.

Force#

  • Attenuation ramp: Decay curve of the force generated by the vorticles according to the distance to their center. Value of 1 is a linear decay from center (100%) to outer bound (0%). Value higher than 1 is decaying more quickly, applying less forces overall. Values lower than one is decaying more slowly, applying more force overall.

  • Min, Max velocity: Minimum and maximum spinning velocities added to the simulation by the vorticles. Negative values will spin in the other direction.

  • Min, Max push velocity: Vorticles minimum and maximum push velocity. This will push along the main axis of the vorticle (positive values will push in one direction, negative values in the other direction).

Size#

  • Vorticles min, max radius: Vorticles minimum and maximum radius (size).

  • Min max usage: Method of ditributing the different sized vorticles over a Line or Spiral Position spawn shape:
    • Random: Vorticles sized are randomly distributed.

    • Ramp Up: Vorticles are distributed from small to large.

    • Ramp Down: Vorticles are distributed from large to small.

    • Ramp Up Down: Vorticles are distributed from small to large towards the middle and then from large to small towards the end.

    • Ramp Down Up: Vorticles are distributed from large to small towards the middle and then from small to large towards the end.

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. Negative values will twist the other way around.

  • 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 method:

  • Falloff: Falloff means the force will only affect the simulation from a specified distance from the line. Using this reduces the force a lot so you might have to adjust the strength to compensate.
    • None: No falloff the force is affecting the whole simulation.

    • Linear: Force intensity falls off linearly.

    • Quadratic: Force falls off over a quadratic (exponential) curve. Which is a quicker decrease in force than linear.

    • Cubic: Force falls off over a cubic curve. Linear, Quadratic, Cubic and Custom expose the following parameters:
      • Use segment: With this checked you can specify the length of the line for the line force.
        • Segment length: Length of the line segment. Everything outside this segment won’t be affected by the force.

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

      • 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 line in meters where the forces are maximal.

    • Custom: Force falls off over a specified exponent.
      • Falloff exponent: Ramp exponent of the falloff, higher values mean a quicker force extinction. This can be seen as the gamma value of a curve.

  • Chaos scale: Size of the force chaos. Higher values mean less detail and bigger variations.

  • Chaos animation speed: Animation speed of the chaos, higher values will change the noise more often.

  • Chaos intenity: Intensity of the chaos, higher values mean more randomness.

  • Chaos seed: Seed used to generate the chaos noise pattern. Each seed gives a different randomness.

Vector Field vector field force icon#

This node represents a force based on a vectorfield made in VectorayGen

  • Filename: Specify the filename and location of the .fga file.

  • 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.

  • Chaos scale: Size of the force chaos. Higher values mean less detail and bigger variations.

  • Chaos animation speed: Animation speed of the chaos, higher values will change the noise more often.

  • Chaos intenity: Intensity of the chaos, higher values mean more randomness.

  • Chaos seed: Seed used to generate the chaos noise pattern. Each seed gives a different randomness.

Noise noise force icon#

This node represents a force based on a noise pattern.

  • 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. Every seed gives a unique noise pattern.

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

  • Lacunarity: The lucanarity determines how the frequency changes for each octave. A lucanarity of 2.0 will double the frequency every octave.

  • Gain: The gain determines how to amplitude changes 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#

This node is used to import assets from other 3d-packages.

For more info read our FBX, OBJ, ABC Import page!

  • Filename: Specify the filename and location of the .obj, .fbx, or .abc file containing your 3d assets.

  • Master scale: Large scale multiplier, used to easily scale very large or very small scenes into a fitting size.

  • Fit scale to simulation: This button can be used right after loading the asset to automatically fit the objects scale into the Embergen scene.

  • Scaling: Regular scale option for fine-tuning the size of the imported assets.

  • 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.

  • Pivot: Offset applied to the position of the import before scaling.

  • Center on character frame 0: This button can be used right after loading the asset to automatically center the objects into the Embergen scene based on the first frame of the animation.

  • Position offset: Offset applied to the positions in the imported assets.

  • Rotation offset: Offset applied to the rotations in the imported assets.

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

  • Time offset: Delay before starting the animation.

Using masking you can ouput specific parts of your import to a Mask output pin.

  • Masking Mode: Define method of masking the import:
    • Vertex Color: Vertex colors can be assigned to vertices in most 3d-software. Using this masking mode you can mask based on that data.
      • Reference Value: Minimum vertex color value of the specified channel a vertex needs to have to be added to the mask.

    • Skinned Meshed: This will give a checklist containing all the skeletonal joints (if you have any) of your 3d-scene. By checking a joint the assiciated vertex will be added to the mask.

    • Transformed Meshes: This will give a checklist containing all the seperate objects of the imported 3d-scene. These objects can be added to the mask by checking their boxes.

  • Thickness emission, collision, render: Thickness of the mesh used for emission, collisions, or rendering.

  • Render as polygons: With this checked the imported objects will be rendered as polygons. Otherwise they will be rendered as voxels.

  • Render all: Renders all the imported assets.

  • Render mask 1,2,3,4: Only renders the checked masks. Render all needs to be turned off for this to work.

  • 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. Values above 100% result in a sped up animation.

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

  • Override original fps: If true you can define the frames per second of the original file.
    • Original fps: Frames per second replacing the one read by the importer.

This tab shows a checklist of all the cameras found in the imported fbx.

Note that cameras currently only work using the fbx file format.

When a camera is checked a camera pin will be exposed to the right side of the Import node. A Camera node can then be connected to this pin to set it’s position, rotation, and field of view to the values read from the imported asset.

For more info read our Camera Import page!

Export export icon#

Image export image icon#

This node represents the ability to export an image. Here we finally save our effect to disk.

For an explanation on how to export images check out our Export Image section!

Export#

flipbook
  • Export Mode: Whether to export as a single flipbook or a sequence of image files.
    • Flipbook: Method of exporting used in game engines where every frame of the timeline has its own square on one big image file.
      • Flipbook Columns: The number of columns (horizontally aligned frames) in the flipbook.

      • Flipbook Rows: The number of rows (vertically aligned frames) in the flipbook.

      • Flipbook Size: Resolution of the flipbook image.

    • Sequence: Method of exporting used in video where every frame gets its own image file.
      • Image Size: Pixel resolution of each image file for the sequence. Right next to the W and H (width and height) fields is a dropdown menu where you can select a resolution preset for 720p, 1080p or 4k. You can also add your own presets by inputting the desired pixel resolution in the W and H fields and clicking on the plus icon icon.

  • Filepath: Here, the filepath and filename for the exported image(s) can be set. the extention (.png, .tga, .exr) specifies the file type. .png is advised for smaller file sizes, .tga for faster renders, and .exr for uncompressed or HDR workflows.

The export filename can contain variables.

Custom variables can be set up in Settings>Preferences>User Variables for a description on this check out our User Variables section.

The following build in variables can also be used in filenames:

$(project) will add the .ember project filename to the image filename(s).

$(capture_type) will add the name of the capture type connected to the export node to the filename. For example, render or ambient_light

$(capture_type_short) will add the abbreviation of the capture type connected to the export node to the filename. For example, r for Render or al for Ambient Light.

$(components) will add the component names to the image filename(s). For example if your have RGB components it will add rgb and if you are using a Six Point with Right,Left,Top connected to an export node it will add rightlefttop

$(component1) will add the component name connected to the first first (top) pin on the export node. $(component2) will add the component name connected to the second pin etc. up to 4.

  • Export to File: The Export Now button will export the image(s) for the selected export node. The Open Folder button will open the file location (using your file browser) of the exported or to be exported images.

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

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

  • First Frame: First frame in the timeline 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 Control#

In this tab the settings for previewing the export ,in the Export tab of the viewport, can be found.

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

  • 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 will zoom the exported image in or out in the window. Only available when Display Scale to Fit is checked off.

Info#

This tab shows information on what will be exported over what range.

For flipbooks it will also show specific information on the image layout.

VDB export VDB icon#

This node represents the ability to export a VDB. A VDB file stores the voxel data and can be used to import your 3d volumetrics into other 3d-packages.

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

Export#

  • Filepath: This is where the filepath and filename can be set.

Custom variables can be set up in Settings>Preferences>User Variables for a description on this check out our User Variables section.

The following build in variable can also be used in filenames:

$(project) will add the .ember project filename to the VDB filename.

  • Export: The Export Now button will export the VDB for the selected export node. The Open Folder button will open the file location (using your file browser) of the exported or to be exported VDB file.

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

  • 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.

Controls#

  • Export Density, Temperature, Fuel, Flames, Velocity: If checked, the channel will be exported to the VDB file. By default only Export Density and Export Flames are checked because these are the only two channels needed to render most explosions.

  • Use Compression: If checked, the file will be compressed resulting in a smaller file size but less accurate. Its primary use is to balance the time it takes to save the data vs the amount of storage it requires. With compression on it will take longer to save and load the VDB, but it takes less space.

  • Coordinate System: Coordinate system used in the file. This should be set to the coordinate system you’re exporting to. For example, when exporting to Maya it should be set to Y Up Right Handed.

  • Length Unit: Length unit of the exported file. This determines the scale when importing the VDB and should be set to the length unit of the 3d-package you’re exporting to. For example, when exporting to Maya it should be set to Centimeters.

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

  • Threshold: Minimum value for a cell (voxel) to be exported, any cell containing less density than that threshold will not be exported.