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USD / 3DAdvanced

uVolume

USD volumetric field loader

Loads volumetric data into a USD scene with playback, density, emission, raymarching and transform controls.

uVolume
DaVinci Resolve · Fusion

uVolume brings file-based volumetric fields into the USD stage for smoke, fog, fire-like emission and other density-based effects. It combines sequence timing with shading and raymarch controls, so both data interpretation and render cost must be managed carefully.

Overview

What uVolume does

uVolume brings file-based volumetric fields into the USD stage for smoke, fog, fire-like emission and other density-based effects. It combines sequence timing with shading and raymarch controls, so both data interpretation and render cost must be managed carefully.

Mental model

Think of uVolume as a 3D box of density data: the file supplies the field, density/emission controls determine how it looks, and raymarch settings determine how accurately the renderer samples it.

Common uses

USD smoke and fog volumes
Volumetric atmosphere
Emissive fire-like fields
Looped volume sequences
Technical density visualization

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

SceneInput

Existing USD or 3D stage that receives this node or provides the scene context.

uVolume
Fusion node

SceneOutput

Updated USD/3D stage for further composition, rendering or export.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Filename

Sets the file used by the node.

Choose the source file here. If the project will be moved to another workstation, keep the path portable or collect the media with the project.

Browse

Opens a file browser for the related path or resource.

Trim In / Out

Limits the usable frame range.

Time Scale

Changes the playback or procedural animation speed.

Frame Offset

Sets the Frame Offset.

Reverse

Plays the volume sequence in reverse.

Loop

Loops the volume sequence when it reaches the end of its loaded range.

Density Field

Chooses the volume field that supplies density for rendering.

Density Scale

Multiplies the density of the loaded volume.

Emission Mode

Selects the Emission Mode used by uVolume.

Available choices include Color, Field, Blackbody, and Gradient.

Emission Color / RGB / Scale

Sets the overall scale.

Raymarching Step Size

Controls sampling quality versus render cost.

Minimum Light Scattering

Sets a floor for light interaction through the volume.

Translation X/Y/Z

Sets translation on the X, Y and Z axes.

Rotation Order / Rotation X/Y/Z

Sets rotation on the X, Y and Z axes.

Pivot X/Y/Z

Sets the pivot position on the X, Y and Z axes.

Scale / Lock X/Y/Z

Links the X, Y and Z values for scale.

Use Target

Orients the object, light or camera toward a target point.

Use Target is convenient for aim-at rigs because the orientation follows the target as either element moves.

Export as Separate Stage

Outputs this operation as a separate USD stage instead of folding it into the incoming stage.

Practical setup

A reliable workflow

  1. 1

    Load the volume sequence and verify frame timing.

  2. 2

    Choose the correct density field.

  3. 3

    Set Density Scale conservatively.

  4. 4

    Enable emission only when the volume data or look requires it.

  5. 5

    Use a coarse raymarch step while framing and lighting.

  6. 6

    Reduce step size for the final-quality render.

  7. 7

    Balance volume density with scene lights and exposure.

Typical node chain
Volume File
uVolume
Lighting
uRenderer

Examples

Where this node fits in real work

Smoke volume

Load and light a density sequence in a USD shot.

uVolumeuDomeLight / uRectangleLightuCamerauRenderer

Looped atmospheric element

Loop a short volume sequence for a longer shot.

uVolumeuMergeuRenderer

Troubleshooting

Common mistakes

Using an excessively small raymarch step during look development.
Cranking density instead of fixing incorrect field selection or color management.
Ignoring sequence trim and frame offsets.

Production notes

Practical tips

Use low-cost preview settings while blocking the shot.
Check volume bounds and transform before tuning the shader.
Increase render quality only for the final pass.

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