Hi guys,
It would be really great if we could build volume shaders in the material editor. The current interface is very limited, especially for VFX use. What if we had a collection of nodes:
- field input node that reads field channels from the object the material is applied to, and outputs the selected field channel
- field operation nodes that do math operations, remap values, do texture and geometry lookups, etc. I can post a complete list if necessary
- Field output node that sends an input to a VolumeGrid's shader parameters that control the shader parameters.
This would open up an incredible amount of options. Imagine you want to make the slower smoke thicker - you can read the velocity channel, remap it to a gradient, send to smoke opacity. Or you want the fire brighter around an object - read the temperature channel, remap it to a gradient, do a geometry lookup, another gradient, add to the temperature and send to the emissive component output. Or use an advected vector channel to lookup color from a texture, so you can introduce more variation in the smoke color. Or make the smoke less dense as it goes up in altitude. All these are things that we need in our daily work. Please give it a thought
Thanks
It would be really great if we could build volume shaders in the material editor. The current interface is very limited, especially for VFX use. What if we had a collection of nodes:
- field input node that reads field channels from the object the material is applied to, and outputs the selected field channel
- field operation nodes that do math operations, remap values, do texture and geometry lookups, etc. I can post a complete list if necessary
- Field output node that sends an input to a VolumeGrid's shader parameters that control the shader parameters.
This would open up an incredible amount of options. Imagine you want to make the slower smoke thicker - you can read the velocity channel, remap it to a gradient, send to smoke opacity. Or you want the fire brighter around an object - read the temperature channel, remap it to a gradient, do a geometry lookup, another gradient, add to the temperature and send to the emissive component output. Or use an advected vector channel to lookup color from a texture, so you can introduce more variation in the smoke color. Or make the smoke less dense as it goes up in altitude. All these are things that we need in our daily work. Please give it a thought

Thanks
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