Author Topic: Volume Shader Displacement  (Read 4713 times)

2020-05-06, 08:06:53

combofx

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Hi,

Would be very useful to have Displacement available in the Volume Shader as it has Volume mapping on the surface and Inside options.


2020-05-06, 15:21:46
Reply #1

Beanzvision

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Hi,

You can make use of Cinema's displacement modifier and apply that to your mesh. A similar method is also used in 3ds Max. The detail of the displacement will be based on the amount of poly's your mesh has. In my example below, the cube has segments of 100 instead of the default 1. I hope that helps.

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2020-05-06, 18:46:15
Reply #2

combofx

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Thanks for the quick reply beanzvision :)
Maybe I should Explain what I am trying to achieve.
I would like to created Inside volumes like the attached image A, plus add displacement on it( for extra detail or shape deformation) without having to create a very dense mesh and then using the standard displacement modifier from C4D, that could get heavy, if you have for example some textures controlling the Volume absorption plus C4D displacement modifier, i guess you can subdivide a mesh until it looks good, but again, sound heavy, I wonder if there is any other way ?

I also noticed that, lets say, you have a texture in the volume shaders Absorption slot, the shader set to Volume mapping on Surface, the texture mapping looks correct, but as soon as I change it to Inside volume it is gone, I usually have to use a C4D Projector, but it also does not work as in "on Surface" mode. Do you know a way around this ? I could be doing something totally wrong.

Thanks again for the quick reply. :)

2020-05-06, 19:40:14
Reply #3

TomG

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For the projection of a map, bear in mind that On Surface can use UV mapping, but for Inside Volume it uses 3D space co-ordinates (since it can vary inside the volume) - so for Inside Volume, it would be something like World or Object XYZ that would be expected.
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2020-05-07, 09:39:00
Reply #4

combofx

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Hi,

Thanks for thet tip TomG.
What would be the best approach  for using some image texture ( if even possible ) ? or would we be stuck using somthing like C4D Noise map, as it has World and Object projection.



2020-05-07, 14:58:30
Reply #5

TomG

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Using a texture map, which is 2D, can only be done by projecting the image through the volume from one direction - for example, if you projected text, then it would look rather like text that had been extruded as geometry. This is true in Max as well as C4D (so I guess the projector shader would be the solution in C4D, haven't tested it though). Other than that, there's no useful way to map a 2D image into 3D space, so it's only useful in those cases. You should be able to mix that with a 3D noise so that you get a "hologram like effect" of 3D text that has varying parts of lightness and darkness in it, but no way to make that text "randomized" through the 3D space, since it's just 2D :)

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2020-05-07, 18:53:07
Reply #6

combofx

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Thanks for the tip TomG :)

2022-10-14, 18:33:44
Reply #7

celmar

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Hello!! really old topic! just to say that, to make clouds shaped as a human face, I use the Volume material, and I add in front of it a legacy mat with a displace (noise), and in opacity black color; the result works very well, and add the displace to the volume material!