vbk!!! Posted May 9, 2011 Share Posted May 9, 2011 I tried to duplicate a Volume primitive and VolumeVop with a CopySop. The source of my VolumeVop is a Vopcvex shader. Following a cmivfx tutor, I linked this shader to a vm_geo_vexvolume. At the Obj level on the geometry subpanel. I choosed this vm_geo_vexvolume. I can see in Opengl my copied Volume Primitive but in the render only my original is calculated. If I remove from geometry subpanel the vm_geo_vexvolume, the opengl is rendered and have I am limited by the grid rez of the Volume Primitive. Do you know if there is a way to use cvexshader on multiple primitive ? Thanks for your help ++ Vincent Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted May 9, 2011 Share Posted May 9, 2011 Hello Vincent, I´m not sure if I understood your question correctly but if point instancing proceduralVolumes is what you are looking for in the following file you can see an example. http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=11713 And the post. Quote Link to comment Share on other sites More sharing options...
vbk!!! Posted May 9, 2011 Author Share Posted May 9, 2011 Thanks Putoparri. I already downloaded it and i was wondering if it's the only way to get more than one volume primitive in a scene. I notice you didn't use any Volume primitive in for the instanced object. I am not sure to understand exactly how the scene works. Is Each instances considered like primitives for mantra ? ++ Vincent Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted May 9, 2011 Share Posted May 9, 2011 There are many ways of mixing volume primitives, this is just and efficient method of instancing "noisy volume balls" on top of each point in the instance object. It doesn´t use any primitive because they are just balls displaced "pyroclastically", with the noise going outward the borders of the density. The points are created inside a volume and the volume balls are instanced on top of each point so the resulting shape matches the object. Maybe if you post an example of what you are trying to do maybe I can help you in a better way because I´m not sure about your question. Quote Link to comment Share on other sites More sharing options...
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