i was expecting to be able to use 3d procedurals to give some nice depth to a scattervolume material.. however it seems not to work with volumetric textures. i tried a cellular/noise in the scatter radius, and it produces a wierd, surface only variation.. not the nice "veins through marble" i was hoping for. i get a proper 3d effect with procedurals in volumegrid and (iirc.) environment fog.. so seems like it should work with scattervolume too..? nice to have a material based solution,
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vrayscattervolume, mapping
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not least because env fog is mind-numbingly slow when inside a refractive object
night be quicker on gpu but that doesnt support mapping
edit: as is volumegrid inside refractive object..
again might be quicker on gpu, but there we dont have support for cutter geometry or distance tex to confine volumegrid to a mesh.
so my requests are:
proper 3d mapping in scatter volume
support for scattervolume on gpu
support for mapping of env fog on gpu
support for distance tex on gpu (!) cant believe i didnt notice untl now this isnt supported.. its my favourite map.
Last edited by super gnu; 19-03-2019, 04:05 AM.
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