I am using the VDB Volume set to "generator." I would like to have my volume clear in the center, and max density at the outer perimeter. I have tried putting a gradient into the texture slot, but that doesn't function like the example of this volume in the docs (using noise, creates clouds, and the UI preview visualizes little squares roughly conforming to the noise result.) I have also tried using noise, but as I do not know the exact parameters used in the doc illustration, I am unable to get anywhere near that result.
I also tried creating a bitmap of a circular gradient created in Photoshop. That doesn't seem to work either, and controlling the placement of the bitmap within the volume is not intuitive.
Hopefully I am doing something incorrectly. I am using version 3.06-TEST3.
Any advice is appreciated.
Thank you.
VDB Volume
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CaseLabs Mercury S8 / ASUS Z10PE-D8 WS / Crucial 64GB 2133 DDR4 / 2 XEON E5-2687W v3 3.1 GHz / EVGA 1600 P2 / 2 EVGA RTX 2080Ti FTW3 Hybrid/ Cinema 4D
Is it fast? Oh, yeah!
Is it fast? Oh, yeah!
Hi jayroth,
look at this trick with twelve spheres: ciao beppe
look at this trick with twelve spheres: ciao beppe
That's very cool, beppe, I didn't know you could link up shapes that way!
Now, imagine a camera in the center of that, and the fog volumes getting more dense the further away from the camera. That is what I am really trying to achieve, and I have tried using volume gradients and other tricks to get that. I know it is not a "physically-based" condition, and I therefore doubt Octane will let me do it. But given that the noise functions effectively create clouds using the same methodology (volume where white, empty where black), then it seems to me that this would be allowed via the current implementation. Unfortunately, I see no way to control the way that textures are mapped into the volume. I was able to get some changes to the volume, but nothing that I could manage to control...
Now, imagine a camera in the center of that, and the fog volumes getting more dense the further away from the camera. That is what I am really trying to achieve, and I have tried using volume gradients and other tricks to get that. I know it is not a "physically-based" condition, and I therefore doubt Octane will let me do it. But given that the noise functions effectively create clouds using the same methodology (volume where white, empty where black), then it seems to me that this would be allowed via the current implementation. Unfortunately, I see no way to control the way that textures are mapped into the volume. I was able to get some changes to the volume, but nothing that I could manage to control...
CaseLabs Mercury S8 / ASUS Z10PE-D8 WS / Crucial 64GB 2133 DDR4 / 2 XEON E5-2687W v3 3.1 GHz / EVGA 1600 P2 / 2 EVGA RTX 2080Ti FTW3 Hybrid/ Cinema 4D
Is it fast? Oh, yeah!
Is it fast? Oh, yeah!