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Does anyone know how to make the equivalent of Cinema 4Ds 3D-Spherical Gradient Shader? I'm trying to use this shader for the density of an Arnold Volume Sphere. I'm trying to avoid making custom VDBs to get the effect I need... Ultimately I'm trying to create an atmosphere falloff or fadeout but in XYZ 3D space not just UV that I can pipe into the density parameter of a volume shader.
Thanks so much!!!
- Shawn
You need to control a ramp shader with the distance of the shading point. Try to build the following shader network: state_vector with Po -> length -> divide by the Sphere radius -> ramp_float.Input -> standard_volume.Density. Hope this helps.