itriix Posted April 20, 2011 Share Posted April 20, 2011 (edited) Hello all, I'm using a cvex, vex volume procedural, and billowy smoke on a volume. I was just curious how in the cvex, i could have a fade off from the center of camera" outwards... I essentially have a noisey volume at the moment, all done in the cvex with noise... I'm sure I did it wrong, but I was trying to use a transform vop in the cvex to take the position of the volume, and change it to camera space... and multiply that with the volume... but it's definitely not right. it made two grid like slices through the center of the volume like target cross-hairs. Well anyways, if someone has a solution, i'd love to hear it! Cheers, Jonathan Edited April 20, 2011 by itriix Quote Link to comment Share on other sites More sharing options...
itriix Posted April 21, 2011 Author Share Posted April 21, 2011 for the time being, i took the bounding box in x and y, plugged each to a ramp and multiplied that with the noisey volume. That makes a hole with falloff, in the center bbx and bby of the volume. This only works well for a camera translating in z... still looking for a way to have this all cam based. Quote Link to comment Share on other sites More sharing options...
tjeeds Posted April 21, 2011 Share Posted April 21, 2011 I beleive P is already in camera space, but you don't want to multiply your density by all of P, only the Z component so extract that and multiply against density. Quote Link to comment Share on other sites More sharing options...
itriix Posted April 21, 2011 Author Share Posted April 21, 2011 thanks tjeeds, i'll look into that. in the meantime. i'm getting a result that i do not expect that does not look like my viewport. using cvex, i'm creating a noisey volume... i want a tunnel that goes through the volume... so for the time being, I took the bounding box in x and the bouding box in y... and then used a ramp on each of them, to take the .5 values to 0... and ramp up to 1 on both sides of .5... i then add the two together and multiply the "noisey volume" by this added bounding box, ramp combination... In my viewport, I get what i want. a noisey volume with a hole in the middle. when i render it though, i keep getting volume where the HOLE is... i've tried making my ramps much more extreme on the bounding box ramping... the viewport shows the hole getting larger, but once again, when I render... it's like it did nothing. Does anyone have any clue what could be the cause of that? Thanks, Jonathan Quote Link to comment Share on other sites More sharing options...
itriix Posted April 22, 2011 Author Share Posted April 22, 2011 Hello all, i've made a simplified version of what i'm talking about. I'm still quite stuck trying to understand if this is a bug or if i'm just simply doing something wrong. volume_atmosphere_tunnel_odforce.hip Quote Link to comment Share on other sites More sharing options...
brianburke Posted April 22, 2011 Share Posted April 22, 2011 Hello all, i've made a simplified version of what i'm talking about. I'm still quite stuck trying to understand if this is a bug or if i'm just simply doing something wrong. Hi j. it seems like the problem is coming from the bounding box global variable 'BB' not being properly defined in the rendertime cvex context but working correctly in the sops cvex context. it works fine if you calculate the 'tunel' another way. here's one way to do it, using the length of p (projected into 2d) and a smoothstep. volume_atmosphere_tunnel_odforce_bb.hip Quote Link to comment Share on other sites More sharing options...
itriix Posted April 23, 2011 Author Share Posted April 23, 2011 sweet thanks. so my way is bugged? any thoughts about how to get the tunnel carved out based on "camera"... center of camera outward? Cheers, Jonathan Quote Link to comment Share on other sites More sharing options...
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