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Volumetric – Visualizes the content as a standard 3ds Max atmospheric. This method is used mostly for fire and smoke.
Volumetric Geometry – This – This method requires V-Ray. Used to export deep images and render elements such as normals, velocity, multi matte, etc. It produces the same result as the the Volumetric option  option by using procedural geometry made up from multiple transparent layers. Used when rendering fire/smoke for exporting deep images and render elements such as normals, velocity, multi matte, etc. which would not be available in Volumetric mode. For more information on which render elements are supported in Volumetric and Volumetric Geometry mode, see V-Ray Render Elements Support.

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Approximate and Approximate+Shadows options for the Scattering parameter in the Smoke color window are not supported in Volumetric Geometry mode.

For a complete list of the supported Render Elements in both Volumetric and Volumetric Geometry mode, please check the V-Ray Render Elements Support page.

Volumetric Heat Haze – This method requires V-Ray. It produces the same result as the Volumetric Geometry option, and also adds a heat haze effect when used with the Heat Haze parameter. Note that you might need to increase the Max depth of a VRayMtl with refraction in case it intersects with the Heat Haze shader.

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Isosurface – This method requires V-Ray. It produces a procedural isosurface without polygons at render time using the Isosurface Level option. Compared to the Mesh mode, the result is always smooth but will take longer to render. In case in Mesh mode your mesh is too jagged and edgy, and smoothing it out is too slow or impossible, this means you should switch to Isosurface mode instead. 
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– The content is converted into a standard 3ds Max mesh using the options in the Mesh Smoothing section. This mode is mostly used for liquids but can also be applied to thick smoke using a scatter material or to plumes of smoke to create effects such as large underwater bubbles.
Ocean Mesh – The grid content is extended to a flat area, fitting the camera's view.  In most cases, this mode is used with a displacement texture such as the Phoenix FD Ocean Texture.
Cap Mesh – Only the upper liquid surface is rendered. This mode can be used for swimming pools and other placid liquid surfaces.
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