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Nodes · 3D

VolumeShade

3Dv1app

Overview

The volume LOOK, separate from the read so one look feeds several VDBReads: density scale, scatter colour, anisotropy (forward/back scattering), emission (fire), self-shadow strength. Without one, VDBRead shows neutral grey smoke.

How to

How-to

  1. Name the targets (VDBRead prims); set density, scatter colour, anisotropy.
  2. emission and emission_intensity for fire; shadow_density for how dark it self-shadows.
  3. One look can feed several reads.

Inputs

InputWhat it takes
inthe image this node works on

Outputs

OutputType
outScene

Parameters

ParameterTypeDefaultWhat it does
targetsTextWhich prim paths this affects — space or comma separated, * matches one segment, ** any run. Empty = everything upstream.
densityFloat1.0A gain on the volume's density grid: under 1 thins the smoke, over 1 thickens it.
scatterColor[0.7, 0.7, 0.7, 1.0]The colour the volume scatters — its albedo. Grey-white for smoke, warm for dust.
extinction_tintColor[1.0, 1.0, 1.0, 1.0]Chromatic extinction: which channels the volume stops more. Its extinction per channel is the density times this, normalised to a mean of 1 — so (1, 1, 1) is grey and how much stays the density's business. Stop blue more than red (0.8, 1, 1.25) and a fire seen through the smoke goes red, as soot reddens a fire; light scattered through it reddens the same way. Coverage follows the density alone.
anisotropyFloat0.0Henyey–Greenstein phase: 0 scatters evenly, positive forward (a backlit volume glows at its rim), negative back.
emissionColor[0.0, 0.0, 0.0, 1.0]The colour the volume emits on its own — fire, a glowing gas — scaled by emission_intensity.
emission_intensityFloat1.0A gain on the emission.
shadow_densityFloat1.0How dense the volume is to the LIGHT, separately from the camera: over 1 casts darker self-shadow, under 1 lets light through.
emission_modeChoiceconstantWhere the emission's colour comes from. constant: one colour per unit of the read's emission grid (or its density). blackbody: the read's temperature grid through the Planckian locus, temperature 0 and 1 mapped to the two kelvin knobs, × intensity. constantblackbody
temperature_scaleFloat1.0Multiplies the temperature grid before the kelvin mapping.
kelvin_at_0Float1000.0Blackbody: the colour temperature where the temperature grid reads 0, kelvin (the cooling edge of the fire).
kelvin_at_1Float3000.0Blackbody: the colour temperature where the temperature grid reads 1, kelvin (the core). Physically bright emission keeps the T⁴ magnitude relative to this.
rendererChoicelivelive: the raymarch the viewport draws with. final: the Final renderer — a volumetric path tracer over the same gas, lights and look, every light sampled directly with an exact transmittance and real multiple scattering up to bounces. Slower by spp; deterministic. livefinal
sppInt16Final renderer: samples a pixel a render. 16 is a look-dev preview with grain; 64–256 is a frame worth keeping.
bouncesInt4Final renderer: how many times light may scatter inside the gas. 1 is single scattering, exactly integrated; 4–8 lights the inside of thick smoke and softens its edges.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).

See also

  • The 3D system — How to put geometry, cameras and volumes in the comp — without becoming a 3D application.