Mzigaib Posted May 4, 2016 Share Posted May 4, 2016 I am using the uniform volume shader on a box geometry to create my fog and I would like to ramp it's density based on $BBY in the shader level, I've tried to use the "relative to bound" VOP but it didn't work, any tips? Thanks! Quote Link to comment Share on other sites More sharing options...
TheDude Posted May 4, 2016 Share Posted May 4, 2016 vm_volumeuniform is the guy that basically enables it to render as the volume, and this (if used with poly geo), either renders the whole thing as uniform if the geo is closed (its mad quick and efficient cos it doesn't actually march through a volume, just kinda figures out its falloff based on the next hit distance based on volume density / shadow / all that), and if its just a surface it essentially projects volume infinitely in the opposite direction of the polys normal. This kinda means youre super restricted with using this with varying shading qualities. I dunno if this would work but there's a small chance that if you made a .pc file and sampled that you could alter its color sampling the pc directly at its position.... this could also backfire though and just sample based on the closest poly's location and so you wouldn't get varying color/density/whatever you sample in actual 3d space... This still might not work though. Give it a shot, doesn't hurt to try Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted May 4, 2016 Author Share Posted May 4, 2016 (edited) Thanks for the info dude! Very helpful. And yes using a .pc or .bgeo to load in render time did the trick, I used the same "relative bound" pointing to my file, so it's magic again! Thanks! Edited May 4, 2016 by Mzigaib Quote Link to comment Share on other sites More sharing options...
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