VFX Presets
Volume FX presets are procedural 3D texture generators. Each preset produces a characteristic density/temperature distribution using analytical noise functions. When no .vdb file is provided, the preset generates the volume data at runtime.
Preset Reference
Section titled “Preset Reference”🔥 Fire
Section titled “🔥 Fire”Rising plume with hot core and density falloff. The flame concentrates at the base with a narrow column that widens upward.
| Channel | Content |
|---|---|
| R (Density) | Column shape × vertical falloff × turbulence |
| G (Temperature) | Hot center-bottom, cooling at edges |
| B (Flame) | Concentrated at base |
Recommended material: Combined (emission for core, scatter for smoke edges)
💨 Smoke
Section titled “💨 Smoke”Diffuse, billowing clouds. Multi-octave noise creates a billowy, organic look.
| Channel | Content |
|---|---|
| R (Density) | Soft sphere with heavy noise |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter (albedo: neutral gray)
🌫️ Fog
Section titled “🌫️ Fog”Uniform low-lying density field. Sits in the lower half of the volume and thins out above.
| Channel | Content |
|---|---|
| R (Density) | Height-masked slab with gentle noise |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter (low extinction for translucency)
🌧️ Rain
Section titled “🌧️ Rain”Vertical streaks of density simulating rainfall. Uses xz-plane noise for sparse vertical columns.
| Channel | Content |
|---|---|
| R (Density) | Sparse vertical streaks with y-variation |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter
❄️ Ice
Section titled “❄️ Ice”Crystalline radial density with cool temperature. Mixes cube-distance and sphere-distance for angular, crystal-like shapes.
| Channel | Content |
|---|---|
| R (Density) | Sharp angular forms (cube + sphere blend) |
| G (Temperature) | Cool (0.1–0.5 range for blue glow) |
| B (Flame) | None (0) |
Recommended material: Emissive (low temperature_scale for blue glow)
☁️ Cloud
Section titled “☁️ Cloud”Puffy cumulus shape, biased toward the upper half. Flat bottom with lumpy protrusions.
| Channel | Content |
|---|---|
| R (Density) | Ellipsoid with multi-octave noise + lumps |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter (high albedo for bright white cloud)
✨ Ember
Section titled “✨ Ember”Scattered hot particles floating upward. Very sparse — only ~5% of voxels have density.
| Channel | Content |
|---|---|
| R (Density) | Sparse bright dots, concentrated in lower 2/3 |
| G (Temperature) | High (0.7–1.0 for orange/white glow) |
| B (Flame) | High (0.5–1.0) |
Recommended material: Emissive (high temperature_scale)
🌾 Dust
Section titled “🌾 Dust”Thin drifting particulate haze filling the volume. Subtle, mostly uniform with wispy clumps.
| Channel | Content |
|---|---|
| R (Density) | Fine-grain multi-scale noise (max ~0.6) |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter (low extinction)
🌁 Mist
Section titled “🌁 Mist”Ground-hugging, translucent, very soft density. Exponential height falloff keeps mist at floor level.
| Channel | Content |
|---|---|
| R (Density) | Exponential height decay + gentle noise (max ~0.8) |
| G (Temperature) | None (0) |
| B (Flame) | None (0) |
Recommended material: Scatter (very low extinction for ethereal look)
💥 Shockwave
Section titled “💥 Shockwave”Expanding spherical shell with hot leading edge. The shell has a defined radius and thickness with a residual fireball core.
| Channel | Content |
|---|---|
| R (Density) | Thin spherical shell at radius 0.6, thickness 0.12 |
| G (Temperature) | Hot at outer edge of shell |
| B (Flame) | Residual fireball at center |
Recommended material: Combined (emission at leading edge, scatter for debris)
Preset Summary Table
Section titled “Preset Summary Table”| Preset | Density | Temperature | Flame | Best Material |
|---|---|---|---|---|
fire | Column + vertical | Hot core | Base-concentrated | Combined |
smoke | Billowy sphere | — | — | Scatter |
fog | Low-lying slab | — | — | Scatter |
rain | Vertical streaks | — | — | Scatter |
ice | Crystal shape | Cool glow | — | Emissive |
cloud | Puffy cumulus | — | — | Scatter |
ember | Sparse particles | Very hot | Hot | Emissive |
dust | Fine haze | — | — | Scatter |
mist | Ground-level | — | — | Scatter |
shockwave | Spherical shell | Hot edge | Core fireball | Combined |
Lua API
Section titled “Lua API”-- Add each presetlocal presets = { "fire", "smoke", "fog", "rain", "ice", "cloud", "ember", "dust", "mist", "shockwave"}
for i, preset in ipairs(presets) do pl.cmd("slot:add", { name = preset:sub(1,1):upper() .. preset:sub(2), source = { type = "volume_fx", volume_preset = preset, volume_density = 0.8, volume_brightness = 1.0, volume_speed = 0.5, volume_steps = 32 } })endCustom Volumes (VDB)
Section titled “Custom Volumes (VDB)”For production-quality volumes, load OpenVDB (.vdb) files instead of procedural presets. VDB files contain simulation data from Houdini, Blender, or other DCC tools. The material auto-detection examines VDB grid names:
- density grid → Scatter material
- temperature / flame grids present → Emissive or Combined
Related
Section titled “Related”- Volume FX — Material system and layer properties
- Compositor — Layer system overview