Re: BA Volume texture deformation?
| Date : Tue, 1 Apr 2008 20:06:23 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "peter boeykens" <peter_b(at)skynet.be> |
| Subject : Re: BA Volume texture deformation? |
|
I have done exactly this - for a
tornado seen from space.
If I remember correctly I had a flattened and
subdivided cube, and used a volume deform to twist it horizontally in the
center, avoiding intersections, and making sure the volume remained a perfect
flat cube!
Then used a fractal (simply mapped with a
frozen planar projection) to drive the min/max height of a
vertical gradient that drove the density of the BA_volume.
I first thought of deforming the texture space but
didnt get anything usefull out of that.
Then I tried to have
the fractal directly drive the density and that didnt work well either, since
the volume shader likes implicit projections and you cant deform
those.
The vertical gradient was what did the trick
really, it was driven by the y component of a vector state set to intersection
point. That gave it the nice volumetric look.
Hope it all makes sense?
|
- References:
- BA Volume texture deformation?
- From: "Morten Bartholdy" <xsi(at)colorshopvfx.dk>
- BA Volume texture deformation?
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