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Rendering with Arnold in Maya using the MtoA plug-in.
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MaxToA, UV coordinates and Standard Volume

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Message 1 of 4
emluwyef
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MaxToA, UV coordinates and Standard Volume

I would like to make a noisy volumetric torus in 3DS Max. The torus has UV coordinates which I would like to stretch a little bit to make it look like rotation. In the image below, on the left, I have applied a Standard Volume material and on the right, I have applied a Standard Surface material with the same noise map.

The left one seems to ignore the UV coordinates completely, I've tried changing the coordinate space between "object" and "uv" , and the mode between "vertex" and "scalar" without any help.

2707-testrender.jpg

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Message 2 of 4
timh5D75Z
in reply to: emluwyef

Volumes don't have UVs as they don't constitute a surface. In this particular case you can use atan2(x, y) to get the rotation around the center, which will act as V, and combine it with length(x, y) to get the distance from the center, which will act as your U. Scale those values as you see fit and plug them into your noise shader, it should look the same.

Message 3 of 4
emluwyef
in reply to: timh5D75Z

Thank you for the reply. Could you elaborate on how to use the math maps? I couldn't find any tutorials on the subject. I assume I need to plug them into the scale parameter somehow?

Message 4 of 4
emluwyef
in reply to: timh5D75Z

Still can't figure out how to do it 😞 I've been trying to stack various utility and maps in the scale and the offset parameters but no luck so far.

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