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

SettingWhat it doesRangeDefault
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
X
at.0
Where the volume sits. -1000 to 1000 0
Y
at.1
Where the volume sits. -1000 to 1000 0
Z
at.2
Where the volume sits. -1000 to 1000 0
X
size.0
How big it is along each axis, in metres. -1000 to 1000 0.6
Y
size.1
How big it is along each axis, in metres. -1000 to 1000 1
Z
size.2
How big it is along each axis, in metres. -1000 to 1000 0.6
X
rotation.0
How far it is turned about each axis, in degrees. -1000 to 1000 0
Y
rotation.1
How far it is turned about each axis, in degrees. -1000 to 1000 0
Z
rotation.2
How far it is turned about each axis, in degrees. -1000 to 1000 0
Colour Its colour before any light. colour #d86a30
Hot colour
hot
The colour of its hottest part; the same as Colour, nothing burns. colour #ffe09a
Thickness
threshold
How much volume a pixel needs before it is drawn at all. 0.009999999776482582 to 4 0.3
Soft edge
softness
How wide the fraying edge is, dithered away. 0 to 1 0.9
Self-shadow
self_shadow
How much it darkens where the light has to pass through it. 0 to 1 0.6
Glows over
glow_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
Samples
steps
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