I'm thinking it's "just" a volumetric tube, but with a deformed coordinate system following along, so that noise/texture will flow along nicely. I built a prototype of that with all SOPs, and it works 'ok', although there are some clear accuracy issues. This is the most 'explicit' way of doing it, as I'm creating all the voxel data inside Houdini. The next step would be to do at the very least the noise or rather the whole coordinate step in the shader, and the other end of the spectrum would be to do it all inside mantra. Doing it all inside SOPs isn't totally stupid though, for example that way you could 'rasterize' many curves into one volume, plus there might of course be other uses for the voxel data.
For this I built a cylindrical coordinate system around the spline, which does let you do some nice-looking things, but for many things I think a deformed cartesian coordinate system would be more practical. An additional problem with the cylindrical coordinate system is that the angular coordinate needs to loop over the 0..1 range, which the typical noises do not do.
Here I'm building actual volumes for the coordinate system, a length-along-spline coordinate volume, a distance-from-spline volume and an angle-about-spline volume. (the errors in w are just at the ends)

After, I apply noise to the density volume using the above volumes' values as the coordinates. For the angular coordinate I used a twisting cosine with two positive lobes, for looping purposes.

1.4MB h264 .mov
I wonder if I'll take the next step with vex or HDK. Or maybe python, as I've been looking for something to test out numpy with..





















