Skip to content

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.

Rising plume with hot core and density falloff. The flame concentrates at the base with a narrow column that widens upward.

ChannelContent
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)


Diffuse, billowing clouds. Multi-octave noise creates a billowy, organic look.

ChannelContent
R (Density)Soft sphere with heavy noise
G (Temperature)None (0)
B (Flame)None (0)

Recommended material: Scatter (albedo: neutral gray)


Uniform low-lying density field. Sits in the lower half of the volume and thins out above.

ChannelContent
R (Density)Height-masked slab with gentle noise
G (Temperature)None (0)
B (Flame)None (0)

Recommended material: Scatter (low extinction for translucency)


Vertical streaks of density simulating rainfall. Uses xz-plane noise for sparse vertical columns.

ChannelContent
R (Density)Sparse vertical streaks with y-variation
G (Temperature)None (0)
B (Flame)None (0)

Recommended material: Scatter


Crystalline radial density with cool temperature. Mixes cube-distance and sphere-distance for angular, crystal-like shapes.

ChannelContent
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)


Puffy cumulus shape, biased toward the upper half. Flat bottom with lumpy protrusions.

ChannelContent
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)


Scattered hot particles floating upward. Very sparse — only ~5% of voxels have density.

ChannelContent
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)


Thin drifting particulate haze filling the volume. Subtle, mostly uniform with wispy clumps.

ChannelContent
R (Density)Fine-grain multi-scale noise (max ~0.6)
G (Temperature)None (0)
B (Flame)None (0)

Recommended material: Scatter (low extinction)


Ground-hugging, translucent, very soft density. Exponential height falloff keeps mist at floor level.

ChannelContent
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)


Expanding spherical shell with hot leading edge. The shell has a defined radius and thickness with a residual fireball core.

ChannelContent
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)

PresetDensityTemperatureFlameBest Material
fireColumn + verticalHot coreBase-concentratedCombined
smokeBillowy sphereScatter
fogLow-lying slabScatter
rainVertical streaksScatter
iceCrystal shapeCool glowEmissive
cloudPuffy cumulusScatter
emberSparse particlesVery hotHotEmissive
dustFine hazeScatter
mistGround-levelScatter
shockwaveSpherical shellHot edgeCore fireballCombined
-- Add each preset
local 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
}
})
end

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