When you go to the Main Tab, you will have 2 options in the type section: "Generator" and "VDB Loader". The generator allows you to create a Voxel grid value from a parametric texture input. From here you can produce volumetric effects as you like.

Now let's move on through a small example to show the options here. First, select Generator from the main tab then go to the "Generate" tab.

Press "Cloud 1" from the Preset buttons on the top right of the Generate Tab. When you press it, the voxel in the viewport will change, and Cinema 4d Noise will be added to the texture slot. This noise type is now the data in the Voxel grid, and each Voxel has the value of this noise type. So, you have made 3D voxel data from 2D procedural data. If you wish, you can change this noise type from the texture settings and produce quite different volumetric effects. The noise in the texture is the "Naki" from Cinema 4D noise. In order to give this voxel data true volumetric properties, you have to make a lot of adjustments in the Volume Medium section. We'll explain these in the Volume Effects section.

Important note: Do not use Octane textures (eg Octane noise, turbulence) when defining texture because all texture types are "Gpu Shader" in Octane. Voxels only work in "Cpu Shaders" at the moment. Cinema 4D Noise is a Cpu shader.


preset buttons

With these buttons you can quickly create Voxel data. Default is to return to the initial state. The Cloud 1 button creates the Cinema 4d "Naki" noise on the texture channel. Each time you press the Random Cloud button, the noise type in the texture section changes to random.


These 2 options work together. Here you can set the Voxel size and number. The most important issue when working with voxel based is to make the right settings for voxel grid and voxel size. Because both GPU power and VRAM are used extensively and render times are quite high. So you have to make these settings exactly according to your purpose. You can use the following formula when making both adjustments:

For example, if you set your Voxel grid size to x200 cm / y100 cm / z200 cm and voxel size to 12 cm, the number of voxels you will get is 2294.41 according to this formula. In this  voxel resolution, rendering may not be very good quality, but it will be quite fast. You can see the details in the picture below.

Now if you keep the Voxel grid size the same but if you make voxel size 4 cm, the number of voxels will be 62,500 according to the same formula. At such a voxel resolution, the use of GPU power and Vram will increase and render will slow down. The render is slower, especially when you use the Volume medium. But the quality will be good. Here you can decide how to create a volumetric effect using this formula and how it will look. Remember, do not change suddenly these values when entering them. Go in small steps. For example, if you bring Voxel size closer to zero, you'll probably crash the plugin. So be careful and enter the exact values you need.

Voxel mult. (render)

This option is important for Picture Viewer (PV) rendering quality. While using this option, you can also refer to the following formula:

Let's say the voxel size on your scene is 10 cm. According to this formula, If you make Voxel Multiplier 2, the resulting Voxel size will be 10/2 = 5 cm and the number of Voxel in PV will be 2 * 2 * 2 = 8 times more than the number of Voxel in LV. In this case Vram and Gpu power will calculate 8 times more. If you do Voxel Mult. 8 in the same way, this time Voxel will be 10/8 = 1.25 and the number of Voxel in PV will be 8 * 8 * 8 = 512 times more than the number of Voxel in LV. This number means 512 times more calculations. So be careful when making this adjustment. You can force the Vram limits and crash the Plugin.

If you do not want to get involved with this setting and you are happy with the result in LV, leave it to 1.

EDge feather

It is used to give feather to the edges of Grid and Voxel. So you can get a smooth volume.


You can define the textures (greyscale) here for Voxels. As we said before, do not use octane textures, which are GPU shaders, it will not work. Cinema 4D's CPU shaders will run like Noise, Gradient etc. Most scenarios work very well because Cinema's Noise is very detailed and gives you a lot of control.

dIsplay type

Here you can set the voxels appear in the viewport.