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Spritesheets

Export Spritesheet (in the Export panel for a Blaze result) renders the cached Blaze frames from one fixed orthographic camera into a flipbook atlas.

It needs cached volume frames, so run or bake first. It uses the graph’s Blaze Look, so the sprites match the viewport. It renders on the CPU in the background, with progress and a Cancel in the panel, and needs no render engine.

Setting What it does
Start, End, Step Which frames to include.
Tile Size Size of one tile in pixels.
Columns Columns in the atlas. Tiles run left to right, then top to bottom.

The file browser shows the atlas size.

Azimuth 0 and Elevation 0 is the front view. Azimuth 90 is the right view, and elevation 90 is the top.

Option What it does
Fit to Gas Frames the box that holds the gas in any frame, so the effect fills the tile and does not jitter between frames.
Whole Domain Keeps the simulation’s scale.
Pass Contents
Beauty Smoke lit from above (it shadows itself) plus fire, with alpha (straight or premultiplied).
Emission The fire alone on black, for additive blending.
Density Opacity as a linear grey mask.
Normal Camera-space normals (x right, y up, z toward the viewer) from the smoke’s thickness read as a bulge, for the engine’s dynamic lights. Normal Strength scales the tilt.
Motion Vectors Where the gas moves from this tile to the next, for blending between flipbook frames. Needs a bake, because a live run does not write the velocity grid.

Green Channel picks Y up (Unity, Godot) or Y down (Unreal) for the Normal and Motion passes. Normal, Motion and Density are linear data: import them with sRGB off.

For motion vectors, R and G are 0.5 + 0.5 × displacement / range and B is 0. The range, in tile widths, and the frame gap are in the layout file.

With one pass the file is name.png. With several, the files are name_beauty.png, name_emission.png, name_density.png, name_normal.png and name_motion.png.

The layout file name.json has the tile size, columns, rows, frame numbers, fps, and tile_size_m (the tile’s width in metres, to scale the sprite in the engine).

The shading is stylised, not a path trace: one light from above, an ambient term and the fire’s scatter field. Draft quality halves the time. A 128 px tile of a 128³ volume takes about 2 s per frame.