Another one of those very (very!) frequent questions concerns shading volumes in general and in Redshift specifically.
Here's Mo's take on the underlying principles of volumetric look dev, how to pull it off in Redshift and the one feature Redshift's volume shader is currently missing.
EDIT: If you're shading your own sims, make sure there's no shop_materialpath attribute on you geo stream. It's created by the Pyro SOP solver by default and Redshift doesn't like it.
Download the sim cache here: http://www.entagma.com/downloads/smoke_shading_0006.filecache1.72.bgeo.sc
James McDonald
2024-11-28 03:06:14 +0000 UTCtoho suika
2024-11-21 12:04:18 +0000 UTCAdam Barták
2024-10-11 16:31:35 +0000 UTCArrev
2020-08-31 17:37:44 +0000 UTCPierre Blaise Dionet
2020-04-30 12:45:57 +0000 UTCEntagma
2020-04-30 12:28:12 +0000 UTCPierre Blaise Dionet
2020-04-30 12:14:29 +0000 UTC