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Look Development

All look work happens in the viewer, with immediate feedback. Work through the categories in order. The comparisons on this page use the explosion sample. Numbers in the text match the markers on each panel screenshot.

00 - Grids​

Tells the viewer which channel holds which grid. A volume imported through VDB Studio is mapped automatically, so you rarely change these. An SVT from Native Import needs mapping by hand.

The 00 - Grids panel

Density (1), Flame (2) and Temperature (3) point to the channels holding each grid. Velocity X, Y and Z (4 to 6) point to the velocity components. Velocity User Scale (8) multiplies the calibrated motion.

For a fire with no density grid, Flame as Density (7) uses the flames as the volume's density.

01 - Density​

The 01 - Density panel

Extinction (1) sets how strongly the volume absorbs light: higher values give thicker, more opaque smoke.

Extinction at 0.5, 2 and 8

Albedo (2) is the scattering colour. Dark values read as soot, light values as cloud or steam.

The explosion with fire off and a light albedo

Ambient Occlusion (3) darkens skylight inside dense smoke, which stops a thick plume reading as flat grey. It is nearly free.

02 - Emission​

The 02 - Emission panel

Blackbody (1) turns the flame and temperature grids into fire. Flames set how much burns, temperature sets the colour it glows.

#SettingEffect
2Flame StrengthScales temperature before the colour lookup, shifting hue rather than brightness.
3Temperature OffsetAdds Kelvin. Positive is hotter and whiter, negative cooler and redder.
4Temperature MinKelvin below which nothing emits. Trims a dull red fringe.
5Temperature StrengthBrightness.
6Physical FalloffScales emission by T⁴, as a real radiator behaves.

Temperature Strength at 300, 1000 and 2000

Flame Strength at 0.6, 1 and 1.6

Temperature Offset at -900, 0 and +2000 Kelvin

Emissive Scattering (7) lets the fire light its own smoke. Without it, fire looks like a bright decal. Emissive Scatter Strength (8) sets the amount, Scatter Radius (11) how far it travels, in voxels, and Scatter Falloff (12) how softly it fades. Use Scatter Curve (9) and Scatter Curve (10) reshape the spill.

Emissive scattering off, radius 12 and radius 40

To colour fire or smoke with a gradient instead of physics, turn Blackbody off. Colorize Flames and Colorize Smoke appear, each taking a Curve Linear Color asset or a gradient texture to convert.

Emission settings with Blackbody off

03 - Remap​

The 03 - Remap panel

Curves that reshape stored values before shading: Remap Density (1, 2) to lift thin smoke or crush haze, Remap Flame (3, 4), and Remap Temperature (5, 6) in Kelvin. Temperature Curve Range (7) sets the curve's span. Raising the low end of the temperature curve makes cool fire edges less red.

04 - Micro Detail​

Tiling noise that erodes thin edges and warps the volume, adding detail finer than the voxels. It is the most expensive look feature, so use it for hero volumes.

Micro detail off, Puffy and Cracks

The 04 - Micro Detail panel

#SettingEffect
1Micro DetailTurns the effect on.
2Affect Only DensityLeaves flames untouched.
3Detail NoisePuffy, Rough, Cracks, Wispy or Grainy.
42D TextureTri-planar noise: 6 reads per phase instead of 2.
5Anti-RepeatHides tiling for one extra read per lookup.
6Detail ScaleTiles per metre. Higher is finer.
7Detail ErosionHow much thin smoke is eaten away.
8Detail Edge DensityErosion acts below this density. Raise it to bite deeper.
9Detail WarpDisplacement in voxels.
10, 11Detail Fade Near / FarCamera distance over which detail fades out.
12Detail Velocity MultiplierHow much the noise follows the smoke.
13Detail Flow CycleLength of one flow cycle.
14Detail ScrollConstant drift.

Realtime turns on with Micro Detail so you can see it move. To stop the noise swimming, bake its motion with BAKE FLOW, see Lighting and Shadows.

Inspecting the data​

The 07 - Data Visualization panel

07 - Data Visualization shows the velocity field unlit, which is how you confirm a cache has usable motion. Choose a Velocity Mode (1); Velocity Scale (2) and Velocity Gain (3) adjust the display.

Velocity shown as direction and as magnitude

Once the volume looks right, turn it into something a level can use.