Blaze Look
The Blaze Look node (on the Simulation Output node’s Look input) sets how smoke and fire are shaded. It looks the same in the viewport and the render. Smoke is a Principled Volume. Fire comes from a blackbody or a colour ramp.
If a graph has none, the sidebar’s Output & Look panel offers Add Blaze Look.
Presets
Section titled “Presets”| Preset | Smoke density (1/m) | Smoke character |
|---|---|---|
| Campfire | 3 | Dark warm grey. |
| Torch | 1.5 | Dark grey. |
| Candle | 0.6 | Light grey, thin. |
| Gasoline Explosion | 8 | Near black soot with absorption. |
| Napalm | 12 | Near black, very dense. |
| Diesel Smoke | 20 | Near black, very dense, strong forward scattering for bright rim light. |
| White Steam | 1.5 | White vapour, strong forward scattering. |
| Dust | 4 | Brown, with a warm absorption tint. |
| Magic (Ramp) | 2 | Purple-grey smoke, with the fire coloured from a ramp. |
| A preset sets every value below. They stay editable. |
| Setting | Default | What it does |
|---|---|---|
| Density (1/m) | 5 | Extinction per metre of smoke at simulated density 1. |
| Smoke Color | grey | Scattering colour (albedo). |
| Absorption Color | black | Tint of the light the smoke absorbs. |
| Smoke Brightness | 1 | Multiplies the smoke colour. Above 1 is not physical. |
| Shadow Fill Color, Shadow Fill | black, 0 | Light added everywhere, so shadowed smoke keeps this tint. |
| Anisotropy | 0.35 | Forward (+) or back (-) scattering. Positive gives backlit smoke a bright rim. |
| Density Min, Density Max | 0, 10 | Simulated density below Min renders as clear air. Above Max renders as Max. |
| Density Gamma | 1 | Shape between Min and Max. Above 1 thins the wisps and keeps the core. |
| Density Boost by Heat | 0 | Above 0 hot gas renders denser. Below 0 thinner, so a fireball’s burning core shows through its soot. |
| Setting | Default | What it does |
|---|---|---|
| Fire Color | Blackbody | Colour from the gas temperature, or from a Fire Ramp you set. |
| Temperature Min / Max (K) | 700, 2200 | The fire colour range. No glow below Min, full brightness at Max. |
| Auto Temperature Range | on | Measures the simulated flame’s temperature range (5th to 98th percentile). A bake writes it, and a live run measures each frame. Off maps the Source Min / Max you set. |
| Fire Intensity | 4 | Emission per metre of full flame at Temperature Max. |
| Fire Exposure | 0 | Brightness in stops. Each +1 doubles it. |
| Glow From | Flame | Only the flame glows, or every hot cell by its temperature. |
| Burn Emission | 0.5 | Extra glow where fuel burns right now. |
| Soot Mask, Mask Density, Mask Width | 0, 2, 2 | How much dense smoke hides the glow inside it. 0 is off. |
Because temperature in baked VDBs is absolute kelvin, Blender’s own Principled Volume can read it too.
Fire lighting the smoke
Section titled “Fire lighting the smoke”| Setting | Default | What it does |
|---|---|---|
| Fire Lights Smoke | on | Smoke near the fire glows with its light (a blurred emission grid, baked with the frames). |
| Scatter Intensity | 1 | Strength of the fire light the smoke catches. |
| Scatter Radius (m) | 0.5 | How far the fire light spreads. Applies to the next bake. The viewport shows it live. |
| Scatter Occlusion | 0.5 | How much smoke in between blocks the fire light. Applies to the next bake. |
| Scatter Tint | warm | Colour of the fire light on the smoke. |
Detail and light
Section titled “Detail and light”| Setting | Default | What it does |
|---|---|---|
| Sub-Voxel Detail | 0.6 | Noise that moves with the gas, below the voxel size, on the smoke edge and in the flame. |
| Detail Scale | 3 | Noise features per voxel. |
| Fire Lights the Scene | off | A point light at the flame centroid whose power and colour follow each baked frame. It is keyframed when the bake ends. |
| Fire Light Strength | 1 | Multiplies the light’s power. |
Viewport
Section titled “Viewport”In the viewport, the raymarcher only marches the bricks that hold gas. With Depth Occlusion on, its rays stop at scene geometry, so a mesh inside the smoke hides the smoke behind it. The depth is read from the viewport when the view changes.
All settings are in the Output reference.