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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Standard Volume and 2d Textures

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Message 1 of 5
rkovach
305 Views, 4 Replies

Standard Volume and 2d Textures

Hello, I am trying to achieve a cloud layer over a planet surface using a 2d texture, Volume Shader, and a hollow Poly Sphere Mesh.

The basic Setup is so far is working ok, however there is one visual problem I am not sure how to best address. Because the 2d texture is projected through the thin Volume, there is a noticeable Streaking effect as you approach the horizon of the planet. I am looking for a solution that would allow me to control the Density or the Transparency based on the Thickness of the Polyshell.

I tried Vertex Color on the Polyshell, but the Volume Shader does not seem to accept Vertex Color at all.

I tried changing the Volume Padding but that didn't help very much.

I also tried a Facing Ratio, but again, it seems the Volume Shader will not accept values from that node.

Any suggestions or ideas welcome, thank you!

7733-1595103736629.png7732-1595103537633.png

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4 REPLIES 4
Message 2 of 5
lee_griggs
in reply to: rkovach

Maybe displacement would work better?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 5
rkovach
in reply to: lee_griggs

I see, I have been barking up the wrong tree.

Thanks!

Message 4 of 5
rkovach
in reply to: lee_griggs

Is there a way to easily combine the Volume with the Displacement? The displacement works fine from a distance, but up close the clouds are just "tents".

Is there a way to use displacement depth as an input to Density?

7740-1595251847378.png

Message 5 of 5
lee_griggs
in reply to: rkovach

How many subdivisions do the clouds have?

>Is there a way to use displacement depth as an input to Density?

That and transparent_weight could work.

There is also volume displacement.

Lee Griggs
Arnold rendering specialist
AUTODESK

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