avivbarami Posted September 15, 2016 Share Posted September 15, 2016 (edited) Hi, I'm trying to render smoke (scaler field) with color mapped to it's density values, much like I'm getting in the scene view with the volume visualization sop. I couldn't find a quick way to map it in the same way with the built in mantra shaders, and it doesn't seems like I can render the volume visualization sop modifications directly. What is the best approach to do this? Should I create a Cd volume? Should I map a gradient to color values? Is there a way to get the vol. Vis values? Any help would be appreciated, Thanks. Edited September 15, 2016 by avivbarami Quote Link to comment Share on other sites More sharing options...
adrianr Posted September 15, 2016 Share Posted September 15, 2016 In the basic smoke shader use a bind to bring your density in, run that into an RGB Ramp parameter and pipe the result of that into the 'smoke_clr' input of your volume model. No need for other volumes if you just want to assign a colour to density, just let it be done in the shader. Not sure about referencing the ramp on the volume viz sop but you'll probably want to see how it looks rendered with density multipliers and the like anyway as volumes can change massively from the viewport to the render. Quote Link to comment Share on other sites More sharing options...
avivbarami Posted September 15, 2016 Author Share Posted September 15, 2016 That was too simple.. thanks Adrian! Quote Link to comment Share on other sites More sharing options...
adrianr Posted September 15, 2016 Share Posted September 15, 2016 Very welcome Quote Link to comment Share on other sites More sharing options...
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