Notch Notch
Manual 1.0 Manual 0.9.23
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Field 3D Root

Field 3D Root

Updated: 2 Jun 2025

The root node for a 3D Field system

Method #

This 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.

Parameters

ParameterDetails
Cell Capacity UsedTBC
Memory Allocated For SimulationTBC
Memory Required For SimulationTBC

These properties control the core behaviours of the node.

ParameterDetails
Solver ModeControl which simulation solver is used to process the various forces in the field system.
  • Smoke : Multi-level advection solver, for fluid effects like flames and billowing smoke.
  • Cloud : Pyroclastic advection solver, generating detailed and puffier simulations useful for clouds and detailed smoke.
  • Liquid : Coming soon…
Simulation PerformanceControl the
  • Fast : A performance preset which sacrifices some levels of accuracy in the sim for greatly improved performance.
  • Balanced : A performance preset which tries to find a balance between simulation accuracy and performance.
  • Quality : A performance preset which sacrifices performance for greater accuracy in the simulation.
  • Custom : Expands the internal performance settings for the Field solver for greater control over the simulation settings.
Solver IterationsHow many times the simulation is processed per frame. Higher iterations improve accuracy, but impact performance.
Solver Pre IterationsTBC
Solver Post IterationsTBC
Velocity UpsampleHow the velocity simuation upscales to apply to the other field data sources.
Vorticity ProcessingControls the area the vorticity simulation is applied to.
  • Filled Areas : Runs the vorticity simulation on only the areas of the voxel grid which contain smoke.
  • Full Grid : Runs the vorticity simulation on the full resolution grid.
Velocity DetailTBC
Bounds SizeSet 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 SizeThe size of each voxel in the grid in space.
Velocity DownsampleReduces the resolution of the velocity simulation, dramatically improving the performance of the simulation but reducing the detail.
TemperaturesTBC
  • Use Temperature : TBC
  • Forces Only : TBC
Max Temperature (K)TBC
Ambient Temperature (K)TBC
BoyancyTBC
Cooling RateTBC
Temperature -> ExpansionTBC
GravityTBC
Density DiffusionTBC
Temperature DiffusionTBC
Density DissipationTBC
Velocity DissipationTBC
CombustionTBC
  • Temperature Only : TBC
  • Fuel + Temperature : TBC
Combustion Heat RateTBC
Combustion Burn RateTBC
Emitter ColoursTBC
  • No Colour Channel : TBC
  • Per-Emitter Colours : TBC
Simulation Time StepTBC
  • Playback Rate : TBC
  • Locked : TBC
Simulation FPSTBC
Max Steps Per FrameTBC
Advect ModeTBC
  • Mck 1 : TBC
  • Mck 4 : TBC
  • Simple 1 : TBC
  • Simple 4 : TBC
Velocity Advect ModeTBC
  • Mck 1 : TBC
  • Mck 4 : TBC
  • Simple 1 : TBC
  • Simple 4 : TBC
Advection FactorTBC
VorticityTBC
Large VorticityTBC
Temperature VorticityTBC
Velocity VorticityTBC
UVsTBC
  • Off : TBC
  • Generate UVs : TBC
Max VRAM Usage (Pct)TBC
Bake Now..TBC

Inputs

NameDescriptionTypical Input
Bounding BoxTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Density DissipationTBCTBC
Velocity DissipationTBCTBC
Density DiffusionTBCTBC
Temperature DiffusionTBCTBC
Cooling RateTBCTBC
BoyancyTBCTBC
Ambient Temperature (K)TBCTBC
Max Temperature (K)TBCTBC
Combustion Heat RateTBCTBC
Combustion Burn RateTBCTBC
GravityTBCTBC
Simulation FPSTBCTBC
Advection FactorTBCTBC
Temperature -> ExpansionTBCTBC
VorticityTBCTBC
Large VorticityTBCTBC
Temperature VorticityTBCTBC
Velocity VorticityTBCTBC
Bounds SizeTBCTBC
Voxel SizeTBCTBC