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Render settings

Liquids and volumes need render settings that the defaults get wrong. BLUX applies them in two situations, and you can also set them yourself.

BLUX leaves your render settings alone unless you ask. Two things apply them:

  1. Templates with Add Camera & Lights. With that option on (at the bottom of the Templates menu), a template also adds a camera, three area lights, a shadow-catcher floor and a dark studio world, and tunes the render settings below.
  2. Scripts and render farms. The operators blux.setup_render_engine (production render settings) and blux.setup_studio_render (the same plus an optional studio rig) exist for scripts. The sidebar does not offer them.
Setting Value Why
Transparent bounces 16 Overlapping volume boxes and liquid glass do not clip to black.
Transmission bounces 12 Every droplet is two refractive interfaces, so light through a splash dies at the default limit.
Volume bounces 4 Multiple scattering in smoke and milky water.
Total and glossy bounces at least 16 and 6 Never lowered below your own values.
Refractive and reflective caustics off Slow to converge and mostly noise.
Volume step rate 1.0
Denoising on
Motion blur on, shutter 0.5 Remeshed liquids and fast grains only blur if motion blur is on.
View transform AgX Keeps fire and molten lava from clipping to flat yellow.

In EEVEE, ray tracing and motion blur are turned on.

For a Blaze scene, BLUX sets these from the solver’s voxel size and the domain:

  • Cycles volume steps at the VDB’s own voxel size, with the maximum steps raised to cover the domain.
  • EEVEE volumetric samples from 64 to 256 depending on the voxel size, no light clamp, and volumetric shadows on.
  • EEVEE’s volume range is fitted to the domain as seen from the camera, so depth resolution lands on the gas.
  • Emission and the volume light passes are enabled for compositing.

The optional studio rig is one collection, BLUX_Studio, that is replaced each time:

  • A warm key light, a cool dim fill and a bright rim light, all area lights aimed at the domain.
  • A shadow-catcher floor, so the simulation composites onto any backplate. EEVEE has no shadow catcher, so a Holdout material keeps the floor transparent there.
  • A camera, if the scene has none.
  • Render volumes at 64 samples or more.
  • If liquid glass renders black, raise transmission and transparent bounces.
  • Rebuild or resync the render mesh after baking with Rebuild Render Mesh.