falloff

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I am curious if anyone has had luck controlling the falloff of volumes in render.

http://cobweb.ecn.purdue.edu/~ebertd/635/Sp99/notes/Images/cloud_big.gif [cobweb.ecn.purdue.edu]

This is an image of a rendered metaball to look like a cloud. What I like about this picture is there is no real noticable density falloff at the edges. The noise just cycles out.

Has anyone had any luck implementing tricks like this into Houdini shaders?


cheers,
-j
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