imoh3n Posted October 18, 2009 Share Posted October 18, 2009 (edited) hi, a strange question , i want to render volumes like surface. for instance i want render my smoke like water, a hard surface with reflection and refraction. i hope if anyone can help me, thanks. Edited October 18, 2009 by imoh3n Quote Link to comment Share on other sites More sharing options...
Ole Posted October 18, 2009 Share Posted October 18, 2009 (edited) Hmm, you could try to import the volume (density/Visualization) into SOPs, scatter points in it and use a Particle Fluid Surface SOP to surface it? Just tested it on a standard smoke setup, and it seems to work fine If you need more control, or if you continuous emission of smoke, you could try to advect particles through the volume and surface these the same way. Edited October 18, 2009 by Ole Quote Link to comment Share on other sites More sharing options...
imoh3n Posted October 18, 2009 Author Share Posted October 18, 2009 thanks OLE, but i have a problem with Particle Fluid Surface SOP, it doesn't give me smoothly surface with nice details, if i use filtering, details gone. and i think scatter point for this work doesn't work very well, they don't give me the true shape of smoke. Quote Link to comment Share on other sites More sharing options...
brianburke Posted October 18, 2009 Share Posted October 18, 2009 i hope if anyone can help me, thanks. Hey ya'll. You can run your density field thru a Volume SDF SOP to generate an SDF from your density field. You can then turn that into a surface using the ISO Offset SOP in Iso Surface/Volume Sample mode, or with the Convert SOP. In the Volume SDF SOP, you can specify at what density threshold the new isocontour is created. gl dude Quote Link to comment Share on other sites More sharing options...
imoh3n Posted October 19, 2009 Author Share Posted October 19, 2009 thanks brianburke, i learn good things from your reply. Quote Link to comment Share on other sites More sharing options...
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