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i3d shader and channel question


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Hi everyone.

I've seen that is possible to store information in other channels than density in a 3d texture using a custom i3d shader.

Is possible to do it using VOPs ?

I've seen that the VOP i3d shader only has an output for the density variable, i'm interesting to generate textures that stores more information.

Thanks.

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Haven't done this for a while but I think you just treat it like a deep raster file. That is you just create exported parameters and these get stored in the i3d format along with the density. Don't quote me though, this is pretty hazy.

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Ok thanks i'll try it

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