Notch Notch
Manual 1.0 Manual 0.9.23
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Field 3D Root

Field 3D Root

Updated: 12 Aug 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 3D 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 Used TBC
Memory Allocated For Simulation TBC
Memory Required For Simulation TBC

These properties control the core behaviours of the node.

ParameterDetails
Solver Mode Control 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 Performance Controls the balance between performance and accuracy in the simulation.
  • 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 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 simulation upscales to apply to the other field data sources.
Vorticity Processing Controls 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 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 Adds temperature as a property into the field simulation.
  • Use Temperature : Calculate temperature in the field simulation.
  • Forces Only : Only calculate forces, and not temperature in the field simulation.
Max Temperature (K) The maximum temperature allowed in the field simulation
Ambient Temperature (K) The base temperature of the field simulation
Boyancy TBC
Cooling Rate How quickly the temperature fades.
Temperature -> Expansion TBC
Gravity How much gravity is applied to the field system.
Density Diffusion TBC
Temperature Diffusion TBC
Density Dissipation TBC
Velocity Dissipation TBC
Combustion TBC
  • Temperature Only : TBC
  • Fuel + Temperature : TBC
Combustion Heat Rate TBC
Combustion Burn Rate TBC
Emitter Colours TBC
  • No Colour Channel : TBC
  • Per-Emitter Colours : TBC
Simulation Time Step What rate to update the simulation.
  • Playback Rate : Update the simulation once per playback frame.
  • Locked : Update the simulation at a set rate, separate from the main playback rate.
Simulation FPS Set the target simulation update rate when “Simulation Time Step” is locked.
Max Steps Per Frame The maximum amount of simulation updates allowed per each playback frame.
Advect Mode Method by which the advection of properties from one cell to another is calculated.
  • Mck 1 : TBC
  • Mck 4 : TBC
  • Simple 1 : TBC
  • Simple 4 : TBC
Velocity Advect Mode TBC
  • Mck 1 : TBC
  • Mck 4 : TBC
  • Simple 1 : TBC
  • Simple 4 : TBC
Advection Factor TBC
Vorticity TBC
Large Vorticity TBC
Temperature Vorticity TBC
Velocity Vorticity TBC
UVs TBC
  • Off : TBC
  • Generate UVs : TBC
Max VRAM Usage (Pct) TBC
Bake Now.. Cache the field system to file.

Inputs

NameDescriptionTypical Input
Bounding BoxBounding box input to define boundary of field system.Bounding Box
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null