Polymesh objects can be rendered as volumes. This gives many creative opportunities for rendering solid objects in varied and interesting ways. This short 'making of' tutorial shows how to combine a polymesh with a volume by combining their shading using the displacement attribute of a standard_volume shader. The polymesh should be closed and not have anything self-intersecting, otherwise, the volume may not render correctly. More information about volume step_size can be found here. Polymesh rendered as a volume You must add a step_size value and assign a standard_volume shader for the mesh to render as a volume. The next step is to enlarge the volume by using padding. This will be useful when we want to displace the volume with a texture. Note that this slack applies not only to the bounding box but also to the voxels used for ray extents inside the bounding box. In this case, a small amount of 0.05 was used. For best performance, this should be set as low as possible, while still covering the maximum displacement amount. Alternatively, you could use a different mesh and apply the same shader as the head to it. The aim is to have something that looks complex for the displacement texturing process. Volume rendered with same standard_volume shader Displacement texture is faintly visible Displacement texture is more obvious due to Range shaderAn example of a free-to-use head scan model can be found here.
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A video tutorial can be found
Step Size
Standard Volume
Volume Padding
Volume
Displacement Texture (Standard Volume Shader)
Range Shader
Final shading network