| [+]Render Mode | Rendermode | Selects how the field is drawn. Volume raymarches it as a lit volume in any Render TOP that includes this operator. Polygons builds a surface mesh. |
| [+]Surface Source | Surfacesource | Determines the surface to contour: the SDF zero level, or Weight at Threshold. |
| Dist/Weight Attribute | Distweightattr | Field attribute to contour, Dist or Weight. |
| Color Attribute | Polycolorattr | Field attribute sampled onto the mesh as Color. |
| Resolution Multiplier | Resmult | Resolution of the polygonizer relative to the field grid. |
| Threshold | Threshold | Weight value of the surface when Surface Source is Weight. |
| Offset | Offset | Moves the surface along the SDF, in world units: positive grows the shape, negative shrinks it (Surface Source SDF). |
| Close Borders | Closeborders | Caps the surface where the shape touches the field's box, so the mesh is closed. Off leaves it open there. |
| Smoothing Iterations | Smoothiters | Volume-keeping smoothing steps on the mesh. They remove the grid stepping without shrinking the shape. 0 keeps the raw mesh. |
| Smoothing Strength | Smoothstrength | How far each smoothing step moves the vertices toward their neighbors. Each vertex stays within a voxel of its cell. |
| Render TOP | Rendertop | The Render TOP whose lights light the volume. With Compose With Scene, the volume is also composited over its image. |
| Compose with Scene | Composewithscene | Outputs the Render TOP's image with the volume composited over it, occluded by the scene's geometry. That Render TOP then does not draw the volume. |
| Color Attribute | Volcolorattr | Field attribute that tints the volume (vec4, premultiplied). Each channel scales the density of that channel, so a zero channel lets that light through. |
| Density Attribute | Densityattr | Field attribute read as the volume density, such as Weight, tinted by the Color Attribute. Without it, the Color Attribute is the density. |
| Scattering | Scattering | Sets how much light the volume scatters toward the camera. The Medium is not affected. |
| Absorption | Absorption | How much light the volume absorbs along the ray. The Medium is not affected. |
| Density Scale | Densityscale | Multiplies the density read from the field, per world unit. |
| Sharpen | Sharpen | Crisps the smoke by pushing fine wisps and edges away from their surroundings at render time. 0 turns it off. |
| Anisotropy | Anisotropy | How the smoke scatters light: 0 evenly in every direction, above 0 forward (smoke lit from behind glows at its edges), below 0 back toward the light. |
| Multiple Scattering | Multiplescattering | Adds the light that bounces around inside the smoke: thick smoke gets a soft, bright interior instead of a dark core. |
| Multiple Scattering Amount | Msamount | Scales the multiple scattering. |
| Octaves | Msoctaves | The number of light bounces the multiple scattering approximates. More octaves carry light deeper into dense smoke, for a brighter, softer interior. |
| Octave Depth | Msdepth | How far each bounce reaches into the smoke. Higher is a deeper, milkier glow; lower keeps the bounced light near the lit side. |
| [+]Ambient Color | Ambientcolor | Sets the color of the light around the smoke, the sky. It lights the smoke in shadow. |
| Ambient Intensity | Ambientintensity | The strength of the ambient light, added to the ambient light of the render. 0 leaves the shadowed smoke black. |
| Resolution Scale | Lightresscale | The resolution of the lighting volume relative to the field's. Lower is faster and softer. |
| Shadow Step Size | Lightstepsize | The distance between the shadow samples toward each light, in light cells. Smaller is finer and slower; 1 is usually enough. |
| [+]Medium Color | Mediumcolor | The color of the fog. |
| Medium Density | Mediumdensity | The density of a uniform fog filling the field's box, lit with the lights' cones and the volume's shadows. Scattering and Absorption do not affect it. |