OpenVDB can contain multiple grids which represent different "layers" of volume. The リストビュー shows all the grids in the OpenVDB-file along with its name and data type.
- File Path
Volume sample file used by the volume data-block.
Loads the OpenVDB-file as an animation loading separate files for individual frames.
Number of frames of the sequence to use.
Global starting frame of the sequence, assuming the first frame has a 1 in the file name.
Offset the number of the frame to use in the animation.
Controls what happens when the volume sequence has reached the end frame.
Hides frames outside the specified frame range.
Repeats the start frame before, and the end frame after the frame range.
Cycles the frames in the sequence; restarting at frame one.
Repeats the frames, reversing the playback direction on every other cycle.
Method used to represent volumes in wireframe shading mode. For heavy volume data sets, it can be useful to set the object to always display as wireframe. This way the 3D Viewport remains responsive but the volume still appears in the final render.
The volume is not displayed in wireframe mode.
Displays the volume as bounding box for the entire volume grid.
Displays a bounding boxes for nodes in the volume tree.
Displays points for nodes in the volume tree.
The amount of detail to display for Boxes or Points wireframe mode.
Display one box or point for each intermediate tree node.
Display a box or point for each leaf node containing 8×8 voxels.
Thickness of the volume in the 3D Viewport. The density of the volume in the render is adjusted via Volume Shading.
Specifies how volume density and step size are computed relative either to the object or world.
Keeps volume Density and Detail the same regardless of object scale.
Specify Step Size and Density in world space.
- Step Size Cycles Only
Distance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.
- Clipping Cycles Only
Value under which voxels are considered empty space to optimize rendering.