The Inferno Display operator can be used to display Inferno simulations in the viewport.
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.
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.
None: no tone mapping applied.
ACES (filmic): applies an ACES filmic tone mapping curve, compressing highlights and producing a more cinematic look.
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.
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.
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.
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.
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.
The color gradient maps temperature values (within the min/max range) to fire colors.
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 opacity output.
Exponent: the exponent applied to the opacity curve. Higher values concentrate opacity toward hotter regions.
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.
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.
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 opacity: the opacity of the fuel display layer.
Fuel color: the color used to display voxels containing fuel.
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.
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.
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.
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.
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.
The phase function controls how light scatters as it passes through the smoke volume.
[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.
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.
1⁄4: one streamline per 4 voxels.
1⁄8: one streamline per 8 voxels.
1⁄16: one streamline per 16 voxels.
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.
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.