Node reference

How to use Volume System node in Oraphim

Use the Volume System node in Oraphim. Learn its purpose, exact inputs, outputs, registered controls, example workflow, troubleshooting, and type ID motion.volume.builder.

Updated August 28, 2026

How to use Volume System node in Oraphim

Type ID: motion.volume.builder
Category: Generator

What this node does

The Volume System node is registered in Oraphim's Generator category and performs the graph operation represented by its sockets and controls below.

The current Oraphim runtime registers 9 sockets and 124 properties for this node. Its main registered inputs are Input, Geometry Source, Source; its main outputs are Output, Volume, Metadata. The tables below are generated from the runtime registry rather than a handwritten approximation.

Inputs

Socket Key Type
Input in_color Image
Geometry Source in_geometry Geometry3D
Source in_source Metadata
Field in_field Field
Volume in_volume Volume
Material in_material Material

Outputs

Socket Key Type
Output out_color Image
Volume out_volume Volume
Metadata out_metadata Metadata

Controls

Control Key Type Group Registry default
Source Shape primitiveType String Source 0.0
Interpret As sourceRole String Source 0.0
Role Strength sourceRoleStrength Float Source 1.0
Boundary Width sourceBoundaryWidth Float Source 0.11999999731779099
Influence Radius sourceInfluenceRadius Float Source 0.44999998807907104
Attribute Strength sourceAttributeStrength Float Source 0.0
Boolean booleanOperation String Source 0.0
Position X primitivePositionX Float Source 0.0
Position Y primitivePositionY Float Source 0.0
Position Z primitivePositionZ Float Source 0.0
Rotation X primitiveRotationX Float Source Transform 0.0
Rotation Y primitiveRotationY Float Source Transform 0.0
Rotation Z primitiveRotationZ Float Source Transform 0.0
Pivot X primitivePivotX Float Source Transform 0.0
Pivot Y primitivePivotY Float Source Transform 0.0
Pivot Z primitivePivotZ Float Source Transform 0.0
Scale X primitiveScaleX Float Source 1.0
Scale Y primitiveScaleY Float Source 1.0
Scale Z primitiveScaleZ Float Source 1.0
Radius primitiveRadius Float Source 0.6200000047683716
Secondary Radius primitiveSecondaryRadius Float Source 0.18000000715255737
Size X primitiveSizeX Float Source 0.75
Size Y primitiveSizeY Float Source 0.75
Size Z primitiveSizeZ Float Source 0.75
Thickness primitiveThickness Float Source 0.18000000715255737
Smoothness primitiveSmoothness Float Source 0.11999999731779099
Falloff primitiveFalloff Float Source 0.23999999463558197
Geometry Samples sampleLimit Int Source 384.0
Base Resolution baseResolution Int Build 48.0
Quality quality String Build Interactive
Cache Mode cacheMode String Cache Memory
Noise Type noiseType String Noise Ridged FBM
Frequency noiseFrequency Float Noise 4.0
Amplitude noiseAmplitude Float Noise 0.0
Octaves noiseOctaves Int Noise 4.0
Gain noiseGain Float Noise 0.5199999809265137
Lacunarity noiseLacunarity Float Noise 2.0299999713897705
Warp noiseWarp Float Noise 0.07999999821186066
Warp Frequency noiseWarpFrequency Float Noise 2.0
Remap Low noiseRemapLow Float Noise 0.11999999731779099
Remap High noiseRemapHigh Float Noise 1.0
Density density Float Material 1.0
Coverage coverage Float Material 0.6200000047683716
Density Scale densityScale Float Material 1.0
Density Bias densityBias Float Density Shaping 0.0
Density Gain densityGain Float Density Shaping 1.0
Density Contrast densityContrast Float Density Shaping 1.0
Soft Threshold densitySoftThreshold Float Density Shaping 0.0
Hard Threshold densityHardThreshold Float Density Shaping 0.0
Density Power densityPower Float Density Shaping 1.0
Mask Expand maskExpand Float Mask 0.0
Mask Shrink maskShrink Float Mask 0.0
Height Mask Influence maskHeightInfluence Float Mask 0.0
Height Mask Minimum maskHeightMin Float Mask 0.0
Height Mask Maximum maskHeightMax Float Mask 1.0
Distance Mask Influence maskDistanceInfluence Float Mask 0.0
Distance Mask Minimum maskDistanceMin Float Mask 0.0
Distance Mask Maximum maskDistanceMax Float Mask 2.0
Mask Soft Threshold maskSoftThreshold Float Mask 0.0
Mask Hard Threshold maskHardThreshold Float Mask 0.0
Temperature temperature Float Combustion 0.0
Temperature Scale temperatureScale Float Combustion 1.0
Heating Rate heatingRate Float Combustion 0.0
Cooling Rate coolingRate Float Combustion 0.0
Temperature Falloff temperatureFalloff Float Combustion 1.0
Combustion Rate combustionRate Float Combustion 0.0
Fuel Burn Rate fuelBurnRate Float Combustion 0.0
Emission emission Float Emission 0.0
Emission Strength emissionStrength Float Emission 1.0
Emission Intensity emissionIntensity Float Emission 1.0
Temperature Response emissionTemperatureResponse Float Emission 1.0
Emission Falloff emissionFalloff Float Emission 1.0
Absorption absorption Float Render 2.200000047683716
Scattering scattering Float Render 0.8500000238418579
Self Shadow shadowStrength Float Render 0.3499999940395355
Opacity opacity Float Render 1.0
Softness softness Float Render 0.550000011920929
Base Red colorR Float Color 0.44999998807907104
Base Green colorG Float Color 0.8199999928474426
Base Blue colorB Float Color 1.0
Highlight Red secondaryR Float Color 1.0
Highlight Green secondaryG Float Color 1.0
Highlight Blue secondaryB Float Color 1.0
Turbulence turbulence Float Field 0.0
Buoyancy buoyancy Float Field 0.0
Gravity gravity Float Field 0.0
Wind Speed windSpeed Float Field 0.0
Wind X windDirectionX Float Field 1.0
Wind Y windDirectionY Float Field 0.0
Wind Z windDirectionZ Float Field 0.0
Curl Strength curlStrength Float Field 0.0
Curl Frequency curlFrequency Float Field 2.0
Curl Scale curlScale Float Field 1.0
Vorticity vorticity Float Field 0.0
Spiral Strength spiralStrength Float Field 0.0
Lift velocityLift Float Field 0.0
Swirl velocitySwirl Float Field 0.0
Radial velocityRadial Float Field 0.0
Drag drag Float Field 0.0
Randomization velocityRandomization Float Field 0.0
Chaos velocityChaos Float Field 0.0
Density Lift smokeLift Float Combustion 0.0
Temperature Lift fireLift Float Combustion 0.0
Dissipation dissipation Float Simulation 0.0
Seed seed Float Simulation 1.0
Animation Rate animationRate Float Simulation 0.3499999940395355
Time Scale timeScale Float Simulation 1.0
Simulation Speed simulationSpeed Float Simulation 1.0
Substeps simulationSubsteps Int Simulation 1.0
Solver Iterations solverIterations Int Simulation 4.0
Pressure Iterations pressureIterations Int Simulation 8.0
Resolution Scale qualityResolutionScale Float Quality 1.0
Sampling Scale qualitySamplingScale Float Quality 1.0
Iteration Scale qualityIterationScale Float Quality 1.0
Cache Scale qualityCacheScale Float Quality 1.0
Camera X cameraPositionX Float Render Camera 0.0
Camera Y cameraPositionY Float Render Camera 0.0
Camera Z cameraPositionZ Float Render Camera -500.0
Target X cameraTargetX Float Render Camera 0.0
Target Y cameraTargetY Float Render Camera 0.0
Target Z cameraTargetZ Float Render Camera 0.0
Field Of View cameraFov Float Render Camera 45.0
Near Plane cameraNear Float Render Camera 1.0
Far Plane cameraFar Float Render Camera 2000.0

How to use it

  1. Add Volume System from node search. Use motion.volume.builder when you need the exact registry entry.
  2. Connect a compatible Image source to Input. Add the other inputs only when the operation needs them.
  3. Start with the registry defaults and adjust Source Shape, Interpret As, Role Strength first so you can see the node's effect in isolation.
  4. Route Output (Image) into a compatible downstream node, viewer, or output path.
  5. Preview a representative frame, change one input/control at a time, and save/reopen reusable graphs to verify persistence.

Practical example

Create a small test graph with Volume System. Feed a compatible source into Input. Change Source Shape away from its registry default and compare the result. Connect Output to a compatible downstream stage so the result is visible. Keeping this test graph small makes socket-type, context, and parameter mistakes easier to diagnose before the node is used in a production graph.

Troubleshooting

  • If a connection is rejected, compare the exact socket data types in the tables above; Oraphim graph connections are typed.
  • If the result looks unchanged, confirm this node is on the active path to the viewer/output and that the expected graph/resource is selected.
  • If a control is unavailable, check required inputs and whether the property belongs to an internal or mode-dependent group.
  • If a saved graph behaves differently later, reopen it and verify node identity, connections, and edited property values before rendering.

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