Hello, everyone,
I was wondering if anybody would be so nice to give me a hand.
I am trying to create a look like this :
with 3d models mixed with fractal shapes/displacement, i have read the tutorial about polymesh to volumes, but I am not very familiar with Maya (i come from xsi) so for me some passages are not very clear and i could say that i see sss as well and i don't think that volume support that directly if not trought simple scattering.
Thank you for any help.
Here you find the tutorial from the documentation:
https://support.solidangle.com/display/A5AFMUG/Polymesh+to+Volume
>are not very clear and i could say that i see sss as well
I am guessing you are referring to Transparent Color in the Standard Volume shader which gives a similar effect.
Please let me know if there is anything confusing about the tutorial, so that I can make it more clearer.
Thank you I was referring to this exact tutorial not being very clear, its made of course for someone more familiar with Maya, range nodes and camera projection which I am not yet.
@Lee Griggs
Thanks for taking the time to answer, I was following all your examples, they look really amazing, unfortunately, I think the way I am setting up my nodes is somehow wrong as I get this result (no scatter color or transparency yet)
Here is my graph
Another problem I am experiencing is with using Arnold volumes, I guess I need to connect a fluid or vdb file, with vdb after loading I can't actually see anything even though I have applied the same material.
Thanks for your time guys.
p.s.
sorry for the double user name i have no idea why it's showing differently.
It looks like you have it down principally.
I used a circular ramp to fade the effect out from the center of the face, but its not necessary.
The Range shader documentation is here. You could also use other color shaders.
You can, of course, use different projection methods (and textures). Keep playing with it!
Thank you again, unfortunately seems i most do something weird, because circular ramp is making no difference, or at least no noticeble ones.
where have you place the camera for the projection camera node? frontal?
>where have you place the camera for the projection camera node? frontal?
Yes, its the same as the Rendercam.
Also, play around with the Range values (depending on your texture).
Hello, sorry to reply later i apreciate the time you spend to help me.
here is a front render with camera 1 as projection (rendered from camera 1) i get this weird result where you can see some blocks happening on the chin
and this is the texture i am trying as displacement
i am trying to experiment with other textures too
hello again, i have tried a test with a different noise texture, radial ramp and by changing the values on the range and as you can see there is still that blocky part under the chin and something weird happening.
I had a similar issue. It seems to depend on the texture values used.
Yeah, I figure it, actually, the ramp was creating the problem.
I am getting slightly closer now, but I have a problem with the Arnold volume.
I have load the explosion.vdb and apply it to the volume, applied the same exact material as stated in the tutorial, but the volume doesn't seem to pick the material, any idea?