Mantra Masterclass Volume Material + Disp/Reflec/fract/maps?

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Hi all,

I'm just wandering if it is possible to combine Volume Material, as demonstrated in Houdini 11 Mantra Masterclass http://vimeo.com/15198448 [vimeo.com] at 1hr03mins, with other standard material properties - especially Displacement. Reflection/refraction and maps would be amazing.

I used this material during Houdini Cook-Off competition. Could its functionality be extended at all? One work around I thought of would be to use a Mountain Sop at the moment. And the only way I figured out to get reflections/refractions is through compositing.

Thank you.
Mark
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Yes, you can combine all of these things if you master vops shader writing. But for reflection you would need well defined normals which a volume does not have by default. I am not sure how a refraction map would work.

You can also use the isooffset node to convert your volume to a standard surface, which you can shade using standard shaders.
Peter Quint
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I can imagine environment maps to work but
refl/refr on volumes?
wouldn't it be evaluated each volumestep as the camera ray passes through the volume and each will shoot at least one refl/refr ray which will then need to march through volume and since they again need to evaluate each volumestep's color they will need to invoke another level of refl/refr rays and so on? It doesn't sound doable as such, but maybe I am imagining it all wrong, never tried it though since this looooong recursion came into my mind, maybe it doesn't work like this at all
Tomas Slancik
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Framestore, NY
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