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Vop Volume question animating clouds and gradients March 7, 2011, 8:42 a.m.
Hi,
You can use a low res sim and convert it to i3d to render it with the volume procedural. You can use the $F if you promote the parameter. This way should work, even if not refreshed correctly on the viewport, try a quick render.
Another way off adding animation is to animate the noises in the shader.
You can use a low res sim and convert it to i3d to render it with the volume procedural. You can use the $F if you promote the parameter. This way should work, even if not refreshed correctly on the viewport, try a quick render.
Another way off adding animation is to animate the noises in the shader.
cloth jellyfish April 21, 2010, 12:46 p.m.

cloth jellyfish April 21, 2010, 6:13 a.m.
Thanks for comenting.
I´m sorry, I can´t post the file cause I made this is in a Studio.
The shader is a simple combination of a litle reflection with a high blured refraction (both made with trace vops). The trick with reflection-refraction, at least for me, is to use a PBR render with 1 or 0 difuse bounces, wich is quite fast and nice. The enviroment file parameter in the trace doesn´t work for the PBR so I use a sphere with a default enviroment cube material and ghosted.
I´m sorry, I can´t post the file cause I made this is in a Studio.
The shader is a simple combination of a litle reflection with a high blured refraction (both made with trace vops). The trick with reflection-refraction, at least for me, is to use a PBR render with 1 or 0 difuse bounces, wich is quite fast and nice. The enviroment file parameter in the trace doesn´t work for the PBR so I use a sphere with a default enviroment cube material and ghosted.