---
title: "Rendering"
canonical: "https://documentation.chaos.com/space/VMAYA/111739707/Rendering"
format: markdown
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This page provides general information about the Rendering tab of the V-Ray Volumetric Grid.

## **Overview**

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For convenience, the shading and rendering of Volumetric effects (Render Mode: Volumetric, Volumetric Geometry, and Volumetric Heat Haze) are handled by the built-in Volumetric shader of the V-Ray Volume Grid. All parameters necessary for rendering a Fire / Smoke simulation can be found under the Rendering roll-out and its sub-rollouts. 

The Volume Grid is able to operate in multiple rendering modes that can be divided into two main branches: volumetric and surfaces (Isosurface, Mesh, Ocean Mesh and Cap Mesh). The volumetric modes are used for fire and smoke. Maya materials can't be used to shade volumetrics, so their shading is described in the [Fire ](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111743663), [Smoke Color](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111739710) and [Smoke Opacity](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111741200) roll-outs. The surface modes can be used for some interesting fire-related effects, like freezing flame or cartoon-style smoke. Unlike the volumetric modes, surface modes have no dedicated shader; they use the material applied to the Volume Grid.

The V-Ray Volume Grid also provides you with the option to generate a mesh surface based on any of the supported channels. Thus, a Smoke simulation can be rendered as a polygon mesh with a custom material applied to it.

> Macro (ui-text-box)
> 
> For a list of supported Render Elements, please check the [Render Elements](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111738952) page.
> 
> You may also check the [Volumetric Rendering In-Depth](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111743505) guide for tips on speeding up the rendering of volumetric effects with V-Ray.



## **Parameters**

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> Macro (anchor)

**Example: Step %**

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This example shows how the **Step %** value can be used to improve the quality of the ray-marching.


### **Example: Heat Haze**

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This example shows how **Heat Haze** adds refraction at each ray-marching step through the volume. This only affects the camera's view. Heat haze will not affect shadows cast through a volume.

### **Example: Volumetric Motion Blur for Fire**

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### **Example: Volumetric Motion Blur for Explosions**

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## **Surface**

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## **Render Cutter**

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