pelos
June 7, 2012 17:49:26
Has any one had time to play with the pyro shader displacement,
i wonder how does it work, does it create noise on the volume, or does displace the voxel to create wispy fealing in the edges,
since the field say N i am assuming Normals.
any ideas?
Alejandro Echeverry
June 8, 2012 12:01:05
Mantra dice the voxels in to microvoxels (like other surfaces), then displace along a given vector; In this case you can define a vector from a 3d noise directly in the pyro 2.0 shader or calculate the gradient of the density to use that as a vector field (normal).
Here is an example file, unfortunately if you use any of the raytrace engines, the render gives nans and very odd artifacts.
pelos
June 8, 2012 18:45:44
that's awesome, so the displacement is doing the noise?
how can i apply it to a pyro sim, i did a sphere and put a flames with smoke preset.
the smoke is not a SDF its just density right?
Alejandro Echeverry
June 8, 2012 18:58:41
You can calculate the gradient from a fog also, if there is enough density change in the field (high dissipation fields) to determine the gradient, if not, convert to a sdf in sops with a volumesdf node then calculate the gradient.
Nic Yiallouris
June 11, 2014 15:51:35
I'm struggling to get my head around this in H13.
Would you do this with an “iso offset” or with the “vdb analysis” ?
Alejandro Echeverry
June 11, 2014 16:54:23
Now you can use all the nice vdb tools to do this!! Its waaayyy faster!!
Nic Yiallouris
June 11, 2014 18:07:25
Perhaps you could shed some light on my workflow, I've attached a file where I've started to calculate the gradient but I'm not sure of my methodology.
Alejandro Echeverry
June 11, 2014 18:37:37
Here is the correction. Hope that helps!
Nic Yiallouris
June 11, 2014 18:51:22
You are a master !
Thanks