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Louis Markoya avatar image
Louis Markoya asked ·

Details of Volumetric renders -C4DtoA

This is a question to Lee on his Volumetric renders. You get your materials to look phenomenal, waxy, subsurface scattering and in other cases, very solid, like plaster. I have followed your head tutorial (see examples below) Where do you place the range function? Before or after the camera projection. I have tried both and the MAX output seems very sensitive to me....I can not put a value in max above .2-.4 usually to not distort the geometry to unrecognizable. This is far from the 8 value you say to try in the tutorial. I have tried many textures and have a long way of experimenting to find which work best, and how to overcome stepping or blocks in the volume render. I am very thankful for your tutorials and the help you have given, but would love to get more of the contrast and beauty you get into your volumes.

volumetricsmaterials
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Lee Griggs avatar image
Lee Griggs answered ·

Nice progress! The Range should go directly to the Displacement of the Standard Volume shader. This should give you the control that you need. Yes, the values are quite sensitive. I also added a ramp before the texture to give more falloff between the head and the volume. I would try adding some more directional lighting to the scene. Hope that helps!

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Mads Drøschler avatar image
Mads Drøschler answered ·

A very basic example.
Range is nice everywhere, also let's say you import a map that sits in normal range 0-1 you can easily scale it to vector space -1 to 1 and so forth.


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I trust you can read through it, dispite it's a different host I am using.

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Ricardo Torres avatar image
Ricardo Torres answered ·

Hello, where is this there a link for this head tutorial?

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