This tutorial shows how it is possible to offset where a volume is sampled using a noise shader connected to the Displacement attribute of the Standard Volume shader. You can create some interesting effects using this technique, for example, animating the noise shader to represent some flowing gaseous smoke. We will be using a noise shader in this example. However, you can use any texture map to offset the volume.

The scene can be downloaded here.


  • Create an Arnold Volume and open the volume vdb file - bunny_cloud.vdb
  • Create a standard_volume shader and a noise shader. Connect the noise shader to the displacement attribute of the standard_volume shader. You may need to increase the density to see the bunny volume.

Noise → standard_volume.displacement


Noise Type Examples 

The images below show the effect of using different noise types connected to the Standard Volume's Displacement attribute.


That concludes this tutorial on the displacement attribute of the standard_volume shader.
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