Cloudy liquid shading

   3355   7   0
User Avatar
Member
116 posts
Joined: April 2016
Offline
What's the standard method for achieving a cloudy liquid effect in Mantra? I'm a little baffled, the only option I can see right now is the uniform volume shader which is having no effect at all.
Simon van de Lagemaat
owner the Embassy VFX
User Avatar
Member
9402 posts
Joined: July 2007
Online
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
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
116 posts
Joined: April 2016
Offline
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
User Avatar
Member
8177 posts
Joined: Sept. 2011
Offline
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

What about non-uniform? Custom pathtracer the only way?
User Avatar
Member
9402 posts
Joined: July 2007
Online
jsmack
What about non-uniform? Custom pathtracer the only way?
what 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
the shadow part is the same, unless you are brave enough to enable all paths
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
8177 posts
Joined: Sept. 2011
Offline
tamte
jsmack
What about non-uniform? Custom pathtracer the only way?
what 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
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.
User Avatar
Member
116 posts
Joined: April 2016
Offline
Alshaders refractive based single scatter was the easiest method of doing this. Shader based was so much easier, I miss it.
Simon van de Lagemaat
owner the Embassy VFX
User Avatar
Member
8177 posts
Joined: Sept. 2011
Offline
Yeah, more and more of the ubershaders out there are including participating media as part of the refractive component now. PxrSurface, Redshift Material, Standard Surface (Arnold 5) all have it.
  • Quick Links