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"streching" noise in a fog volume


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Hi,

I want to modify the density of my fog volume using noise. but what I'd like to

do is have the noise stretch and contract(in an art directable fashion) in different parts of the volume.

In the attached file I've put together an example of how I would do this on regular geometry. I applied

uv's to distorted geometry and then use those uvs to control the noise space on the undeformed geometry.

I was wondering if something similar could be done with a fog volume.

thanks

noise_stretch.hip

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hi doc. you can build your own coordinate system to index noise from in a volume (in the same way as you are using the 2d coordinate system of 'uvs' to index your noise in your surface version).

here's an example of building a coordinate system using a uniformly spaced grid and pushing it around with the magnet sop. when you index the noise from this coordinate system, it appears that the magnet is deforming the noise itself.

kinda interesting...

here's a flipbook:

noisevol.mov

good luck

volnoise_deformed_coords.hipnc

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Here is my attempt. It seems very similar to Brian's idea, perhaps somewhat less controllable, but volume preserving.

Again, I have problems with the falloff. I'd be happy if somebody could shed some light on that. (Volumes don't falloff linearly it seems. The default volume shaders have some setup with an exp I think, so something's going on there :) )

I suppose you could use something like that to grow clouds where large volumes become more defined over time.

scalevolume.hip

post-4013-130733109255_thumb.jpg

Edited by Macha
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