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breaking volumetric shader with noise?


Guest ravin

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I have set of particles which I am wanting to render as clouds. I am copying geometry to the particles with an isoOffset node attached and adding a rest node. After that I am applying a billowy smoke shader. How can I break the volume with a noise to make it look more like clouds?

thanks,

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Use the pyro shader, though you'll have to build a rest position volume.

If you could please send me a simple example of how to do it that would be great. I have to apply this shader to particles that change over time.

thanks,

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