How one can do that ? Like heightfield, without the need to create geo and fill with smoke.
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Yes, check this post here - https://www.facebook.com/groups/VRay...6402350512336/
It works even with Volume Grid on GPU, in the comments there is a video with the full setup.Georgi Zhekov
Phoenix Product Manager
Chaos
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Well, bitmap is not like 3d noise. If you can prove me wrong - would be great!
What I need
map 0-1 from bitmap to Z grid values fitted f.e. to 0-0.05, and resulting volume should be filled with 1
If it can be created via scripted processing - that's fine too. Just show plz some example.Last edited by Paul Oblomov; 11-01-2019, 06:19 AM.I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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Excuse me, but do you find that projection anyhow useful ?
So, to be straight - there's no way of making what I'm after ?
Originally posted by Paul Oblomov View Post
What I need
map 0-1 from bitmap to Z grid values fitted f.e. to 0-0.05, and resulting volume should be filled with 1I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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Without simulation - seems nobody knows Also, it is displacement res + grid res dependent.
Would be great to have one grid slice affected by the texture and then its content multiplied by bitmap intensity.
OR
Maybe convert bitmap to 3d noiselike texture, with only two dimensions active (maybe vector). I remeber we have vector displacement, which reads colored texture and modify grid content. That would be totaly fine, the question is - how to code grayscale bitmap to vector image ?I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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Duh, sorry Paul, just read your first post properly. If Georgi can post a few simple examples of how you'd loop through the voxels of a grid setting values with maxscript I'm sure I can come up with something. There was another post on facebook about how to modify clouds to remove the flat bottoms from the chaosgroup tutorial and i'd love to do something like one sim for the main cloud, another sim for the bottom of the cloud and then use maxscript to subtract the voxels of one from another (effectively a boolean operation) between two grids. If I got an example of how to do this it shouldn't be difficult to create what you're mentioning here - it might be quite slow though and perhaps a bit memory intensive?
Alternatively I wonder could you use the surface displacement effect in the rendering section to achieve something similar? It seems like you're doing planetary scale cloudscapes?
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Yeah. Clouds... a pain. I need rendertime generation/rendering
Maybe idea of filling the grid with data via maxscript is indeed a stupid one But, I want to explore every single option, before going to houdini. Rendertime advection is the only solution to me atm, IMHO. We just have to properly form the bitmap.
I just can't seem to trust myself
So what chance does that leave, for anyone else?
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CG Artist
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