We are using the VolumeGrid to bring vdb's created in Houdini into Max for rendering. We are creating enormous landscapes and using Houdini to create cloudscapes for them.
We're noticing that vray's own EnvironmentFog does not affect the VolumeGrid clouds. Is there something we maybe aren't doing right? or is it not possible to have one affect the other currently?
Also, we're trying to create a comparable shader in max for the clouds to what we can do in Houdini. One of the things we are having issues/questions about is displacing the volume. We would like to do the following....
Generate some noise and add it to the sampled position, and then apply that value as displacement. Then do that in a loop, so that for a certain number of iterations we keep sampling the same voxels and pushing them through a noise field over and over again. This will help get noise that curls around instead of just going in straight lines, for a better wispy look.
Any information on these issues would be greatly appreciated.
Thanks,
Tim J
We're noticing that vray's own EnvironmentFog does not affect the VolumeGrid clouds. Is there something we maybe aren't doing right? or is it not possible to have one affect the other currently?
Also, we're trying to create a comparable shader in max for the clouds to what we can do in Houdini. One of the things we are having issues/questions about is displacing the volume. We would like to do the following....
Generate some noise and add it to the sampled position, and then apply that value as displacement. Then do that in a loop, so that for a certain number of iterations we keep sampling the same voxels and pushing them through a noise field over and over again. This will help get noise that curls around instead of just going in straight lines, for a better wispy look.
Any information on these issues would be greatly appreciated.
Thanks,
Tim J
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