Field 3D Root
Updated: 2 Jun 2025
The root node for a 3D Field systemUpdated: 2 Jun 2025
The root node for a 3D Field systemThis node is the root node and container for any 3D Field system. Field Emitters, Affectors, Colliders, and Rendering nodes should be parented to this node directly or indirectly in order to be operational.
A field system is built of voxels, tiny 3d pixels which contain various kinds of information such as density, velocity, temperature, and more. Each of these voxels runs a fluid simulation, where the data in each voxel contributes to the how the simulation behaves.
As the Root node, it contains a number of controls that are globally effective across the system, and can have wide ranging effects on the simulation. With Fields in particular, much of the motion and shape of the simulation is derived from the simulation properties, therefore familiarity with the settings below is a must for adept use of a field system.
The simulation of a field is extremely VRAM intensive, and the bounds (set either in the root or input) can be used to constrain that vram usage. The Notch Field system is mostly sparse, meaning that the simulation only processes in voxels which contain density data, with the exception that the velocity simulation has to be run over the full grid bounds. As each voxel contains multiple types of simulation data, the more smoke and density in the voxel grid the slower and more VRAM intensive the simulation can get. Therefore, it’s important to set meaningful bounds, to limit the area the simulation can spread, as well as balance voxel size and simulation quality to maintain reasonable performance.
Parameter | Details |
---|---|
Cell Capacity Used | TBC |
Memory Allocated For Simulation | TBC |
Memory Required For Simulation | TBC |
These properties control the core behaviours of the node.
Parameter | Details |
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Solver Mode | Control which simulation solver is used to process the various forces in the field system.
|
Simulation Performance | Control the
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Solver Iterations | How many times the simulation is processed per frame. Higher iterations improve accuracy, but impact performance. |
Solver Pre Iterations | TBC |
Solver Post Iterations | TBC |
Velocity Upsample | How the velocity simuation upscales to apply to the other field data sources. |
Vorticity Processing | Controls the area the vorticity simulation is applied to.
|
Velocity Detail | TBC |
Bounds Size | Set the maximum size for the field to generate. The Velocity simulation is always run at full grid size, so tightening the bounds to only the area required can improve performance too. |
Voxel Size | The size of each voxel in the grid in space. |
Velocity Downsample | Reduces the resolution of the velocity simulation, dramatically improving the performance of the simulation but reducing the detail. |
Temperatures | TBC
|
Max Temperature (K) | TBC |
Ambient Temperature (K) | TBC |
Boyancy | TBC |
Cooling Rate | TBC |
Temperature -> Expansion | TBC |
Gravity | TBC |
Density Diffusion | TBC |
Temperature Diffusion | TBC |
Density Dissipation | TBC |
Velocity Dissipation | TBC |
Combustion | TBC
|
Combustion Heat Rate | TBC |
Combustion Burn Rate | TBC |
Emitter Colours | TBC
|
Simulation Time Step | TBC
|
Simulation FPS | TBC |
Max Steps Per Frame | TBC |
Advect Mode | TBC
|
Velocity Advect Mode | TBC
|
Advection Factor | TBC |
Vorticity | TBC |
Large Vorticity | TBC |
Temperature Vorticity | TBC |
Velocity Vorticity | TBC |
UVs | TBC
|
Max VRAM Usage (Pct) | TBC |
Bake Now.. | TBC |
Name | Description | Typical Input |
---|---|---|
Bounding Box | TBC | TBC |
Transform Modifiers | TBC | TBC |
Target Node | TBC | TBC |
Local Transform Override | TBC | TBC |
Position X | TBC | TBC |
Position Y | TBC | TBC |
Position Z | TBC | TBC |
Rotation Heading | TBC | TBC |
Rotation Pitch | TBC | TBC |
Rotation Bank | TBC | TBC |
Scale X | TBC | TBC |
Scale Y | TBC | TBC |
Scale Z | TBC | TBC |
Get World Position X | TBC | TBC |
Get World Position Y | TBC | TBC |
Get World Position Z | TBC | TBC |
Density Dissipation | TBC | TBC |
Velocity Dissipation | TBC | TBC |
Density Diffusion | TBC | TBC |
Temperature Diffusion | TBC | TBC |
Cooling Rate | TBC | TBC |
Boyancy | TBC | TBC |
Ambient Temperature (K) | TBC | TBC |
Max Temperature (K) | TBC | TBC |
Combustion Heat Rate | TBC | TBC |
Combustion Burn Rate | TBC | TBC |
Gravity | TBC | TBC |
Simulation FPS | TBC | TBC |
Advection Factor | TBC | TBC |
Temperature -> Expansion | TBC | TBC |
Vorticity | TBC | TBC |
Large Vorticity | TBC | TBC |
Temperature Vorticity | TBC | TBC |
Velocity Vorticity | TBC | TBC |
Bounds Size | TBC | TBC |
Voxel Size | TBC | TBC |