A Qleris add-on for Blender
Volute
Procedural volumetric VFX, built from curves and Geometry Nodes.
No fluid sim. No bake. No cache files. Every layer is evaluated by Blender itself, so the viewport stays interactive and a render cannot stall waiting on a simulation.
Setup
Installing
Volute needs Blender 5.2 LTS or newer and works in both EEVEE and Cycles.
- Open Edit ▸ Preferences ▸ Add-ons and choose Install from Disk…
- Pick the downloaded
.zip. - Enable Volute in the list.
The panel appears in the 3D viewport sidebar — press N and pick the Volute tab.
Setup
Your first effect
- Press N in the viewport and open the Volute tab.
- Choose a shape and press Add Effect. It is built at the 3D cursor.
- Switch the viewport to Material Preview — press Z.
Every layer in Volute is a volume, and Blender's Solid shading draws no volumes at all. A perfectly built effect is simply not there until you switch to Material Preview or Rendered.
This catches everyone once. The on-screen overlay says so when it happens.
Interface
The panel, at three depths
A switch at the top of the panel decides how much is on screen at once. Nothing is hidden permanently — it only changes what you have to look past.
| Level | Shows |
|---|---|
| Simple | Shape, look, motion, and which layers are on. Enough to turn a preset into your own effect. |
| Normal | Plus sizes, speeds, and the defining slider of each layer. |
| Expert | Everything — segment counts, detail, noise, colours, simulation, performance. |
Start on Simple. Most effects never need more.
Interface
The viewport overlay
The overlay in the bottom-left corner names the shape, the look and the palette, then lists the layers — lit for on, grey for off.
It does two things the sidebar cannot. It stays visible during playback, when Blender stops drawing gizmos altogether — so while an effect is actually moving, this is the only thing still telling you what you are looking at.
And it warns you when a layer is switched on but contributing nothing. A thin volume is only as visible as its density multiplied by its thickness, and it is easy to leave a layer running at a value three orders of magnitude below anything you could see. The overlay says so, and gives you the number.
It can be switched off next to the gizmo toggle.
Shaping
Eight base shapes
The shape sets the path and the radius profile. Ring and Portal are closed loops; the rest are open columns.
Shaping
Shaping it in the viewport
An effect is described by profile rings along its height. Each ring carries a position, a radius and a twist, and the body interpolates between them. Add a ring and you add a place where the silhouette can change.
| Drag | Changes |
|---|---|
| Plain drag | Radius |
| Ctrl + drag | Height along the path |
| Alt + drag | Twist |
| Shift + drag | Fine adjustment |
Add Ring inserts a new one into the largest gap.
Blender does not draw gizmos while an animation is running. This is Blender's behaviour, not Volute's — it applies to every add-on. Stop playback and the rings come back.
Look
The layers
An effect is built from eight layers. Each can be switched off from its own panel header, and each costs what it costs — turning off what you cannot see is the cheapest optimisation available.
| Layer | What it is |
|---|---|
| Main volume | The body itself — core, dust and outer wisps, as one volume material. |
| Dust Grains | Fine specks caught in the flow. |
| Strands | Thin drawn-out threads spiralling up the body. |
| Cloudlets | Rounded puffs of smoke. |
| Debris | Tumbling shards. Can be replaced with your own objects from a collection. |
| Ground Dust | The dome kicked up where the effect touches down. |
| Spiral Sheets | Wide twisting veils wrapped around the body. |
| Glow | An emissive band, optionally with a real light that travels with it. |
Look
Effect type, palette and preset
These are three separate things on purpose, so any one can be changed without disturbing the other two.
Effect Type
What the layers are. Smoke absorbs light; Fire and Sci-Fi emit it. It drives emission and roughness — and no longer any colour.
Colour Palette
Colours, and nothing else. Density, counts and speeds stay exactly where you left them, so a palette can be tried on any look.
Every layer owns its own colours. Edit them where the layer itself is set up, or all together under All Colours in the Look panel. Change any single colour by hand and the palette name switches to Custom — the name only ever describes what was last written, never a second place the colour lives.
Preset
A complete look: shape, motion, densities, counts and colours. Four ship with the add-on, and you can save your own under Custom Presets — those are stored outside the .blend and are available in every project.
Workflow
Animating
The path carries a row of controllers. Move them in Object Mode and the effect follows; keyframe them and it travels. Nothing fights the keyframes — the deformation is a Hook modifier, which Blender evaluates itself.
| Control | Does |
|---|---|
| Snap to 3D Cursor | Puts the effect's foot on the cursor. Place the cursor with Shift+right-click on a surface, or Shift+S onto a selection. |
| Refresh Controls | Resamples the path to the number of controllers you asked for. |
| Reset Path to Straight | Undoes path edits without touching anything else. |
Workflow
Several effects in one scene
Volute edits one effect at a time. When one is finished, press Freeze Effect.
The frozen copy moves into a collection of its own with its own node graph, its own materials and its own path. It keeps animating and no longer responds to the sliders. The workbench is then free for the next one — which is how the three effects at the top of this page ended up in a single scene.
A frozen effect runs no Python at all, so a scene holds as many as your hardware will render.
Workflow
Using your own mesh
Adopt Selected Mesh makes any mesh the body of an effect. The geometry stays yours: it receives the volume material, and the path, dust, debris and every other layer are built around it at its own size and position.
Height and Width then scale the object — the mesh data itself is never modified. Scaling it yourself with S works too; the effect follows either way.
The volume follows your mesh's size and position, not the fine detail of its silhouette — the material has its own internal structure of core, dust and wisps. Large, simple forms read best; a highly detailed model will come out as a soft mass roughly its size.
Workflow
Driving physics
The Force Field section places Blender's own force fields along the path, so cloth, hair, particle systems and rigid bodies in the scene react to the effect. Simulated Particles adds an emitter matched to the shape and driven by the same fields.
Anything driven by a force field is a simulation: it has to be simulated or baked before it renders correctly. The effect itself always stays real-time — the physics it drives does not.
Reference
Performance
| Setting | Effect on speed |
|---|---|
| Quality | Preview / Realtime High / Render. Sets segment counts, detail and layer counts together — the first thing to reach for. |
| Surface Shell | Expensive and usually barely visible. Measured at 15 s per frame against 0.4 s with it off. |
| Scatter shadows | Costs a great many shadow pages in EEVEE and shows almost nothing. Leave off except for close-ups. |
| Sheet render method | Dithered is considerably faster than Blended and resolves over the samples. |
| Live Updates | Switch off to freeze the layers on the current frame while you work on something else. |
Reference
Troubleshooting
| Symptom | Cause |
|---|---|
| Nothing visible | Solid shading draws no volumes. Press Z and choose Material Preview. |
| A layer is on but invisible | Its density multiplied by its size is too low. The overlay gives you the number. |
| Gizmos vanish in playback | Blender does not draw gizmos while an animation runs. The overlay stays. |
| Add Effect is missing | An effect is already being edited. Freeze it first to free the slot. |
| Viewport feels sticky | Lower Quality, or switch Live Updates off while you work. |