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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.


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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.


Ok thanks i'll try it

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