I was wondering if its possible to create shiny volumes for like foam or whitewater, so it has some specular highlights. I can create like a custom normal based off the gradient for the volume with the vdb analysis node.
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Hi Tarin,
Good to see you hereShiny, i.e. specular component for volumes - not supported by the volume shader yet, unfortunately. You could surface your whitewater and use a layered scattervol/vraymtl shader where the first one provides the volume, and the second one - the reflection, you'll have to make it transparent by refraction = 1, refractive IOR = 1, unlock separate reflection IOR and add in the reflection. That's a surface and not a volume, but works for us with foam, and only misty parts get rendered as volume.
Hristo Velev
MD/FX Lead, Bottleship VFX
Sofia, Bulgaria
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Black maybe means that the mesh is not closed? Which might happen if you're using the fluidsurface HDA which does a bunch of operations, but with the basic vdb from particles/convert vdb to mesh you should always be getting a closed surface and that should work well with the scattervol shader.Hristo Velev
MD/FX Lead, Bottleship VFX
Sofia, Bulgaria
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ok, so I checked in maya and it works with the standard volume grid - just put a sdf vdb in, set to houdini fluid preset and apply any surface shaders. I think initially it meshes the volume (on import for the viewport and again on rendertime). I beliefe if you set the rendermode to isosurface it renders the volume directly.
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