Mikal Posted January 15, 2011 Share Posted January 15, 2011 Hi I'm basically trying to transfer the relative bounding box positions of my fluid into the RGB channels of my render, so BBX, BBY, BBZ will represent R,G,B respectively (where there is density). I do remember a tutorial demonstrating exactly this... with a torus.... aaaages ago, but where? Create three volume primitives representing BBX, BBY, BBZ.... multiply these by the density in the shader perhaps? Any ideas, appreciated! Cheers M Quote Link to comment Share on other sites More sharing options...
Macha Posted January 16, 2011 Share Posted January 16, 2011 Maybe this? Make sure you notice the red nodes I added in the shop. volcol.hipnc Quote Link to comment Share on other sites More sharing options...
anim Posted January 16, 2011 Share Posted January 16, 2011 actually correct workflow would be to create additional 3 volumes in sops named: Cd.x, Cd.y, Cd.z (you can use more methods for this, Volume SOP with Volume VOP offers quickest way, see example) merge them with volume named: density then any standard volume shader should pick up the color without modification since it's importing Cd vector attribute inside which is why you should name those volumes Cd.x, Cd.y, Cd.z and do not multiply those volumes with density volume in sops, the shader is doing this volcol_mod.hipnc Quote Link to comment Share on other sites More sharing options...
Mikal Posted January 16, 2011 Author Share Posted January 16, 2011 Yes, just that... Thanks guys! Quote Link to comment Share on other sites More sharing options...
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