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Adding BBX infomation to a volume render


Mikal

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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

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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

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