Inferno Display operator

The Inferno Display operator can be used to display Inferno simulations in the viewport.


Display Inferno Rollout

Volume

  • Show volume: when enabled, the fluid simulation will be rendered in the viewport.

  • Display mode: controls what data channel is visualized in the viewport.

Normal shading: displays smoke, fire, and fuel using their configured shading settings.

AO only: displays ambient occlusion values only.

Color only: displays raw color values.

Density only: displays raw density values.

Temperature only: displays raw temperature values.

Velocity only: displays velocity magnitude as a color map.

Velocity (screen-space) only: displays screen-space velocity vectors.

Non-zero cubes: highlights only sparse cubes containing non-zero data.

  • Show smoke: when enabled, the density/smoke layer will be rendered.

  • Show fire: when enabled, the fire/temperature layer will be rendered.

  • Show fuel: when enabled, the fuel layer will be rendered.

  • Show intersection: when enabled, only the portion of the volume intersecting a specified tyIcon box object will be displayed. Useful for inspecting internal simulation structure.

Settings

  • Step size: the raymarching step size used for display, relative to the voxel size. Smaller values produce higher quality output (mainly where voxels intersect scene geometry) but slower renders.

  • Scene scale: a scale factor applied to the algorithm that computes voxel opacity relative to scene scale.

  • Overall opacity: a global opacity multiplier applied to the entire volume.

  • Temperature blur: the amount of blurring applied to temperature values before they are used for fire shading. Increasing this can soften sharp temperature gradients.

  • Stochastic ray sampling: when enabled, a small random offset is added to each ray’s starting position, reducing banding artifacts at the cost of some noise.

  • Adaptive playback degradation: when enabled, the display quality will be reduced automatically during playback to maintain interactive frame rates.

Color Correction
  • Tone mapping: the tone mapping operator applied to the final rendered image.

None: no tone mapping applied.

ACES (filmic): applies an ACES filmic tone mapping curve, compressing highlights and producing a more cinematic look.

Motion Blur
  • Motion blur: controls the type of motion blur applied to the volume in the viewport.

No motion blur: motion blur is disabled.

Camera motion blur: motion blur is derived from camera movement only.

Fluid motion blur: motion blur is derived from fluid velocity only.

Camera and fluid motion blur: both camera and fluid motion contribute to motion blur.

  • Shutter speed: the simulated camera shutter speed, expressed as a fraction of a second (1/N). Smaller values of N produce more blur.

  • Max samples: the maximum number of motion blur samples used per ray.


Sparse cubes

  • Show sparse cubes: when enabled, the outlines of the simulation’s sparse voxel cubes will be drawn in the viewport.

  • As meshes: when enabled, sparse cubes will be displayed as solid mesh objects rather than wireframe outlines.

  • Darken empty %: the percentage by which empty (inactive) sparse cubes will be darkened relative to active cubes, making the distribution of active simulation data easier to see.

Velocity Streamlines

  • Show velocity streamlines: when enabled, velocity streamlines will be drawn through the simulation, visualizing the fluid’s flow velocity and direction.

  • Show intersection: when enabled, streamlines will only be drawn within the volume intersecting a specified tyIcon box object.

Miscellaneous

  • Deallocate VRAM while rendering: when enabled, simulation data will be cleared from VRAM when a render begins, freeing GPU memory for the renderer.

Viewports

  • Toggle progressive refinement: enables or disables progressive refinement during interactive viewport display.

Fire Rollout

  • Sampling: the interpolation method used when sampling temperature values.

Trilinear: standard trilinear interpolation.

Triquadratic: higher-order interpolation, smoother than trilinear.

Tricubic: cubic interpolation, smoother still.

Tricubic (spline): cubic spline interpolation - faster than standard tricibic, with similar results.

Temperature

  • Min: the lower temperature bound of the fire color gradient. Voxels at or below this temperature will display the gradient’s starting color.

  • Max: the upper temperature bound of the fire color gradient. Voxels at or above this temperature will display the gradient’s ending color.

Color

The color gradient maps temperature values (within the min/max range) to fire colors.

Hue Shifting

  • Enable hue shifting: when enabled, fire colors will be shifted along the hue spectrum based on the settings below.

  • Constant shift: a fixed hue offset applied uniformly to all fire colors.

  • Variable shift: when enabled, hue shifting will vary spatially based on a curve.


  • Intensity: a multiplier applied to the fire color output.

Opacity

  • Intensity: a multiplier applied to the fire opacity output.

  • Exponent: the exponent applied to the opacity curve. Higher values concentrate opacity toward hotter regions.

Crease Masking

  • Enable crease masking: when enabled, fire opacity will be increased in occluded areas of the volume, giving the appearance of a hotter core within the creases and crevices of the fluid.

  • Depth: controls how deep into the fire volume the crease masking effect reaches.

  • Width: controls the width of the affected regions.

Density Masking

  • Enable density masking: when enabled, fire opacity will be modulated by density.

  • Min/Max: the range of density values which will control the modulation, relative to the specified curve.

Occlusion Masking

  • Enable occlusion masking: when enabled, fire opacity will be modulated by ambient occlusion.

  • Min/Max: the range of occlusion values which will control the modulation, relative to the specified curve.


Fuel Rollout

  • Fuel opacity: the opacity of the fuel display layer.

  • Fuel color: the color used to display voxels containing fuel.


Smoke Rollout

  • Sampling: the interpolation method used when sampling density values. Options are the same as the fire temperature sampling modes.

  • Format: the bitwise precision of the density textures on the GPU. 8-bit reduces the amount of VRAM required to display density by half (compared to 16-bit) - in some rare circumstances this may also produce slight banding artifacts (requiring 16-bit to improve visual quality).

  • Opacity: the base opacity of the smoke layer.

Override Color

  • Override color: when enabled, the smoke color derived from the simulation will be replaced with a uniform user-specified color.

Color Absorption

  • Color absorption: when enabled, smoke will absorb light based on a color gradient, tinting the smoke differently at varying densities.

  • Intensity: the strength of the color absorption effect.


Ambient Occlusion Rollout

  • Format: the bitwise precision of the ambient occlusion textures on the GPU. 8-bit reduces the amount of VRAM required to display AO by half (compared to 16-bit) - in some rare circumstances this may also produce slight banding artifacts (requiring 16-bit to improve visual quality).

  • Strength: the intensity of the ambient occlusion effect.

  • Distance: the world-space radius over which occlusion is sampled.

  • Samples: the number of sample directions used per voxel when computing occlusion.

  • Steps: the number of steps taken along each sample ray.


Illumination Rollout

  • Mode: controls which light source drives the illumination calculation.

Brightest scene light: the brightest light in the scene will be used automatically.

Specified scene light: a specific scene light object will be used.

Specified node: a specific scene node will be used as the light position.

Default: a default directional light will be used.

  • Light color: the color of the simulated light source.

  • Intensity: the strength of the direct illumination.

  • Ambient strength: the contribution of ambient (non-directional) light to the volume.

  • Ambient color: the color of the ambient light.

Shadows

  • Shadows: controls whether and how self-shadowing is computed within the volume.

Disabled: no self-shadowing.

Half resolution: self-shadowing computed at half the display resolution. Faster but lower quality.

Full resolution: self-shadowing computed at full display resolution.

  • Fuel shadows: when enabled, fuel voxels will contribute to self-shadowing in addition to smoke.

  • Shadow strength: the opacity of self-shadowing. Higher values produce darker shadows within the volume.

  • Shadow step size: the step size used when marching shadow rays through the volume. Higher values reduce shadow fidelity but speed up shadow computation.

  • Adaptive steps: when enabled, the shadow step size will be adatively increased or decreased depending on the amount of predicted detail in a region.

Phase Function

The phase function controls how light scatters as it passes through the smoke volume.

  • Algorithm: the scattering model used.

[None]: no phase function applied.

Cornette-Shanks: a physically-based forward/backward scattering model.

Rayleigh: simulates scattering characteristic of small particles (e.g. atmospheric haze).

Schlick: a fast approximation to Henyey-Greenstein scattering.

  • Mode: controls how the phase function result is composited with the base illumination.

Additive: the phase function result is added to the illumination.

Multiplicative: the phase function result is multiplied with the illumination.

  • Phase: the anisotropy parameter of the scattering function. Positive values produce forward scattering (light passes through); negative values produce back scattering.

  • Intensity: the strength of the phase function contribution.


Streamlines Rollout

  • Spacing: the density of streamlines drawn through the velocity field.

1⁄4: one streamline per 4 voxels.

1⁄8: one streamline per 8 voxels.

1⁄16: one streamline per 16 voxels.

  • Length mult: a multiplier applied to the length of each streamline segment, relative to the local velocity magnitude.

Glow Rollout

  • Enable glow: when enabled, a screen-space glow effect will be composited over the volume display.

  • Scale: the radius of the glow spread.

  • Intensity: the brightness of the glow contribution.

  • Tint: the color tint applied to the glow.

Input

  • Clamp: when enabled, input pixels will be clamped to the specified value before contributing to glow.

  • Threshold: the minimum brightness value required for a pixel to contribute to the glow.

  • Threshold falloff: the range over which pixels transition from no glow contribution to full glow contribution around the threshold.


Sampler Rollout

  • Show sampler info: when enabled, an object can be assigned whose position will be used to sample and display local simulation values (density, temperature, velocity, etc.) at that point in the scene. Useful for inspecting specific regions of the simulation interactively.