In this tutorial, we will cover how to radically change the appearance of a volume using the VolumeSampleRGB shader to produce a thick, 'oily', smokey-looking volume. This shader along with the volume_sample_float shader has 'post-production' style attributes such as contrast and gamma. These attributes are very useful for 'fine tuning' the appearance of a volume. In this example, the VolumeSampleRGB shader has been used to convert a typical fire volume into something that looks more like thick smoke. We will use a default fire simulation from the Pyro FX shelf in Houdini that has been written to disk as a volume VDB.The VDB file can be downloaded here.
The final scene (R18) can be downloaded here. |
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Standard Volume
Enter 'density' into the channel attribute
Below are some other examples of changing the Volume Sample RGB shader's attributes:Contrast
Exposure
Multiply
Add
The final corrections used in this example involved adjusting the Gamma, Contrast and Exposure attributes as per the image below:
Final attributes for Volume Sample RGB
Volume Ray Depth
Increasing the volume ray depth can also have a dramatic affect on the appearance of the volume. Remember to increase the number of Volume Samples to compensate for any resulting noise. In this example, 6 Volume Samples was used. When increasing the Volume Ray Depth, you may need to reduce the exposure of the scene lighting to compensate for the additional multiple scattering of illumination in the volume.