Arnold for Maya Guide: Polymesh to Volume
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by Frank
6 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
9 hours ago

Hi, what version of blender does this work with?

by anonymous
14 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Arnold for Maya Guide: Polymesh to Volume
5 September, 2017
News

Take some time to study a nice Arnold for Maya user guide by Solid Angle. Polymesh objects can be rendered as volumes, giving you creative opportunities for rendering solid objects in varied and interesting ways. This tutorial shows how to combine a polymesh with a volume by combining their shading using the displacement attribute of a Standard Volume shader.

Please note that the polymesh should be closed and not have anything self-intersecting, otherwise, the volume may not render correctly.

Step Size

  • First of all, we need to convert the head mesh to a volume. Select the mesh and under its Arnold attributes, increase the Step Size to 0.1. When the Step Size is positive, it turns a polymesh into a volume and its value is used as the base step for raymarching the volume. 

More information about volume Step Size can be found here.

Standard Volume

  • Assign a Standard Volume shader to the polymesh and increase the Density to around 20. This will ensure that the displacement texturing looks more defined later.

Polymesh rendered as a volume

You must add a Step Size value and assign a Standard Volume shader for the mesh to render as a volume.

Volume Padding

The next step is to enlarge the volume by using Padding. This will be useful for when we want to displace the volume with a texture. Note that this slack applies not only to the bounding box but also to the voxels used for ray extents inside the bounding box. In this case, a small amount of 0.05 was used.

For best performance, this should be set as low as possible, while still covering the maximum the displacement amount.

Solid Angle

Find the full tutorial here

Source: Solid Angle

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