nicoladanese Posted February 19, 2019 Share Posted February 19, 2019 Hey I'm looking into some volume post processing, I need to be very art directable on a volume after the sim so basically what I need to do is define areas where I need to increase density for instance, or decrease it. which is the best way? Quote Link to comment Share on other sites More sharing options...
Andrea Posted February 19, 2019 Share Posted February 19, 2019 What do you mean by areas? If this are static areas/spots in the volume using a volume VOP is enough. If it's something that needs to be advected with the smoke simulation you need to also use the rest fields Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 19, 2019 Author Share Posted February 19, 2019 hey! I meant a static area! how can I tell inside the volume vop to reduce the density inside a bounding box with some sort of smoothness? Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted February 19, 2019 Share Posted February 19, 2019 I have had to do this before. I used a mixture of vops with ramps to fade density and vdb combine. Quote Link to comment Share on other sites More sharing options...
berglte Posted February 19, 2019 Share Posted February 19, 2019 Here's a simple VOP setup which uses a SDF to mask a volume. volume_mask.hiplc Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 21, 2019 Author Share Posted February 21, 2019 thanks! really helpful! Quote Link to comment Share on other sites More sharing options...
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