Cloudy liquid shading
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- Simon van de Lagemaat2
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- tamte
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- Simon van de Lagemaat2
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tamte
yes, uniform volume will do
maybe exclude your glass/liquid object from shadow casting or at least turn of faux caustics to allow light to illuminate your uniform volume object
Okay I managed to figure out what was going on. I was applying the uniform volume material via a material node, that wasn't working, I had to apply it on the item level. That seems buggy to me…?
Thanks for the reply.
Simon van de Lagemaat
owner the Embassy VFX
owner the Embassy VFX
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- jsmack
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- tamte
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jsmackwhat do you mean? for non-uniform you just create actual volume with traditional volume shader (instead of using poly+uniform volume properties) but of course boundaries may not align perfectly
What about non-uniform? Custom pathtracer the only way?
the shadow part is the same, unless you are brave enough to enable all paths
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- jsmack
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tamtejsmackwhat do you mean? for non-uniform you just create actual volume with traditional volume shader (instead of using poly+uniform volume properties) but of course boundaries may not align perfectly
What about non-uniform? Custom pathtracer the only way?
the shadow part is the same, unless you are brave enough to enable all paths
You would need to make the volume only visible to refraction rays or some such, but I'm not sure how to make the volume not occlude shadow rays when outside the polys. Maybe trace in -I to see if it hits a surface with N facing in that direction. You can't just rely on volume values to define the border, it has to be traced.
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- Simon van de Lagemaat2
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- jsmack
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