Volume Mix
surface node
Combines the scalar fields of volume primitives.
See also: Volume Vop, Iso Offset, Iso Surface
The Volume Mix operation manipulates the scalar data associated with volume primitives. For each pair of volume primitives in the source group and the mix group, the given calculation is performed and the results stored in the source group’s primitive. Note that the volumes do not need to have the same orientation or resolution, the second volume will be sampled at the orientation and resolution of the first volume.
The copy mode allows you to resample a volume into a different resolution or orientation.
Parameters
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Source Group |
The volume primitives to be used from the first input. |
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Mix Group |
The volume primitives to merge in from the second input. If there is no second input, this group will be found from the first input. |
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Mix Method |
Each voxel of each volume primitive in the source group will be mixed with the corresponding voxel of the corresponding volume primitive of the mix group according to this mix method. A refers to the first input’s value, B refers to the second input’s value. If there is no second input, B will be found from the corresponding volume of the first input.
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Range |
Defines the range to which the volume’s voxel values will be clamped when the mix method is set to Clamp. |
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Blend |
Defines the mixing of the two volumes in Blend mode. 0 will use the first volume, 1 will use the second volume. |
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Value |
Each voxel each volume primitive of the source group will be directly assigned this value if the mix method is set to User. The expression can use local variables to allow for arbitrary expressions. Tip
It can be considerably faster to use a Volume Vop to manipulate the volume than an expression. |
Local variables
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X, Y, Z |
Position in space of the voxel being processed. |
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IX, IY, IZ |
Index of the voxel being processed. |
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V |
Value of the volume from the first input. |
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V2 |
Value of the volume from the second input. |
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BBX, BBY, BBZ |
Relative location of the voxel in terms of the first input. |
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BBX2, BBY2, BBZ2 |
Relative location of the voxel in terms of the second input. |
Usages in other examples
| Example name | Example for | |
|---|---|---|
| FieldForceSmoke |
Field Force dynamics node |
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| ReferenceFrameForce |
Reference Frame Force dynamics node |
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| TwoColourFire |
Smoke Object dynamics node |
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| PaintedGrog |
Fluid Object dynamics node |
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| FillGlass |
Fluid Object dynamics node |