Has anyone gotten vm_volumeuniform to work?

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Poking through the “What's New in H11”, I read about vm_volumeuniform. So I added that property to an object in my scene and clicked render. The geometry rendered exactly the same. Tried adding the “Basic Smoke” material, and it didn't render at all.

On an unrelated note, between the odforce forums, these forums, and the sidefx mailing list, where do people feel there's the most activity these days?
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Hello,

Try using the “Volume Cloud” shader. I've attached an example file showing how. Use vm_volumedensity to control the density.

–Ian

Attachments:
uniform_volume.hip (131.5 KB)

Ian Kerr
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ikerr
I've attached an example file showing how.

Which build are you using? I tried loading your scene into 11.0.446.9 (the production build) and got a black frame.
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Try rendering using ray-tracing or enabling the “Raytrace Shading” option on the sphere's Render > Shading tab. Uniform volumes only work with ray-tracing and PBR, not micropolygon rendering. I was using IPR, which automatically enables ray-tracing when the ROP is set to Micropolygon mode, so I forgot to check off this flag on the sphere.

Cheers,
–Ian
Ian Kerr
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Try rendering using ray-tracing

Aha … that was the missing piece. Did I totally miss that in the documentation, or do you just have the magic mojo?
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You might say I've got some inside knowledge There will be a note in the docs for the next build.

Thanks,
–Ian
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How can i map a turbulent noise to density with this setup?

Thanks
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The main purpose of the uniform volume is to render a volume quickly, without ray marching. To do this, it assumes that the volume has a uniform density. If you want the density to vary throughout the volume, you'll need to use a traditional, voxel-based volume.

Regards,
–Ian
Ian Kerr
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