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Field Render

fields/field-render·v1.5.1
IN:1  OUT:2

Field Render displays a POPX field in one of two modes. Volume raymarches the field's density tinted by its Color, lit by the lights of a Render TOP with shadows, multiple scattering and an optional fog Medium filling the box, and draws like geometry in any Render TOP and in the Geometry Viewer. Polygons builds a surface mesh with normals, Color and Tex from the Dist zero level or from Weight at Threshold.

Compose With Scene outputs the Render TOP's image with the volume composited over it, occluded by the scene's geometry. Scattering, Absorption, Anisotropy and Sharpen shape the look of smoke and fire, while Resolution Multiplier, Offset, Close Borders and volume-keeping smoothing control the mesh, which works with any material.

PAGEField Render
Dist/Weight AttributeDistweightattrField attribute to contour, Dist or Weight.
Color AttributePolycolorattrField attribute sampled onto the mesh as Color.
Resolution MultiplierResmultResolution of the polygonizer relative to the field grid.
ThresholdThresholdWeight value of the surface when Surface Source is Weight.
OffsetOffsetMoves the surface along the SDF, in world units: positive grows the shape, negative shrinks it (Surface Source SDF).
Close BordersClosebordersCaps the surface where the shape touches the field's box, so the mesh is closed. Off leaves it open there.
Smoothing IterationsSmoothitersVolume-keeping smoothing steps on the mesh. They remove the grid stepping without shrinking the shape. 0 keeps the raw mesh.
Smoothing StrengthSmoothstrengthHow far each smoothing step moves the vertices toward their neighbors. Each vertex stays within a voxel of its cell.
Render TOPRendertopThe Render TOP whose lights light the volume. With Compose With Scene, the volume is also composited over its image.
Compose with SceneComposewithsceneOutputs 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 AttributeVolcolorattrField attribute that tints the volume (vec4, premultiplied). Each channel scales the density of that channel, so a zero channel lets that light through.
Density AttributeDensityattrField attribute read as the volume density, such as Weight, tinted by the Color Attribute. Without it, the Color Attribute is the density.
ScatteringScatteringSets how much light the volume scatters toward the camera. The Medium is not affected.
AbsorptionAbsorptionHow much light the volume absorbs along the ray. The Medium is not affected.
Density ScaleDensityscaleMultiplies the density read from the field, per world unit.
SharpenSharpenCrisps the smoke by pushing fine wisps and edges away from their surroundings at render time. 0 turns it off.
AnisotropyAnisotropyHow 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 ScatteringMultiplescatteringAdds the light that bounces around inside the smoke: thick smoke gets a soft, bright interior instead of a dark core.
Multiple Scattering AmountMsamountScales the multiple scattering.
OctavesMsoctavesThe number of light bounces the multiple scattering approximates. More octaves carry light deeper into dense smoke, for a brighter, softer interior.
Octave DepthMsdepthHow far each bounce reaches into the smoke. Higher is a deeper, milkier glow; lower keeps the bounced light near the lit side.
Ambient IntensityAmbientintensityThe strength of the ambient light, added to the ambient light of the render. 0 leaves the shadowed smoke black.
Resolution ScaleLightresscaleThe resolution of the lighting volume relative to the field's. Lower is faster and softer.
Shadow Step SizeLightstepsizeThe distance between the shadow samples toward each light, in light cells. Smaller is finer and slower; 1 is usually enough.
Medium DensityMediumdensityThe 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.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Field
Output 0 TOP - Scene Composite
Output 1 POP - Surface