Volume
A node of the Scene graph.
Smoke, fire or a liquid (Volumes): one for each object of the node that reaches the Output, placed by it.
Takes: objects (objects), name (text), shape (text), seed (number), at.0 (number), at.1 (number), at.2 (number), size.0 (number), size.1 (number), size.2 (number), rotation.0 (number), rotation.1 (number), rotation.2 (number), colour (text), hot (text), threshold (number), softness (number), self_shadow (number), glow_over (number), voxels (number), steps (number) · Gives: objects
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Name | What the volume is called. | text | flame |
| Shape | Which of Pixor's own volumes it is. | Puff, Flame, Cloud, Mist | flame |
| Seed | Changes the pattern without changing anything else. | 0 to 99999 | 1 |
Xat.0 | Where the volume sits. | -1000 to 1000 | 0 |
Yat.1 | Where the volume sits. | -1000 to 1000 | 0 |
Zat.2 | Where the volume sits. | -1000 to 1000 | 0 |
Xsize.0 | How big it is along each axis, in metres. | -1000 to 1000 | 0.6 |
Ysize.1 | How big it is along each axis, in metres. | -1000 to 1000 | 1 |
Zsize.2 | How big it is along each axis, in metres. | -1000 to 1000 | 0.6 |
Xrotation.0 | How far it is turned about each axis, in degrees. | -1000 to 1000 | 0 |
Yrotation.1 | How far it is turned about each axis, in degrees. | -1000 to 1000 | 0 |
Zrotation.2 | How far it is turned about each axis, in degrees. | -1000 to 1000 | 0 |
| Colour | Its colour before any light. | colour | #d86a30 |
Hot colourhot | The colour of its hottest part; the same as Colour, nothing burns. | colour | #ffe09a |
Thicknessthreshold | How much volume a pixel needs before it is drawn at all. | 0.009999999776482582 to 4 | 0.3 |
Soft edgesoftness | How wide the fraying edge is, dithered away. | 0 to 1 | 0.9 |
Self-shadowself_shadow | How much it darkens where the light has to pass through it. | 0 to 1 | 0.6 |
Glows overglow_over | How hot a part must be to glow in the Hot colour. | 0 to 1 | 0.45 |
| Voxels | How many voxels along its longest side. | 4 to 256 | 48 |
Samplessteps | How many points on a ray are looked at per voxel. | 1 to 16 | 2 |
Every setting is also an input: wire a value into it to change it per copy. On the command line: pxr graph set game.pixor --which scene --node volume --set KEY=VALUE.
What it wires to
Its objects input takes objects, which these give: Attribute, Bevel, Chunks, Clouds, Difference, Displace, Drop to ground, Effect, Foliage, Grid, Height field, Import, and 32 more.
What it gives, objects, goes into: Attribute, Bevel, Chunks, Clouds, Difference, Displace, Drop to ground, Effect, Foliage, Grid, Height field, Item, and 30 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Scene graph in the manual.
In the same group
Import · Object · Ring · Row · Grid · Scatter · Look at · Vary · Play · Merge · Seen by · Difference · Join · Move · Mirror · Subdivide · Displace · Height field · Bevel · Drop to ground · On surface · On points · Set shape · Attribute · Select · Output · Shape · Picture · Text · Lamp · Effect · Item · Prop · Spring · Terrain · Sprigs · Foliage · Water · Clouds · Sky · Wind · Light shafts · Times of day · Chunks · Number value · On/Off · Angle · Words · Add values · Subtract values · Multiply values · Divide values · Smaller value · Larger value · Is above · Opposite · Both on · Either on · Pick a value