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Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift

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 

Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift

Comments

Vid is still missing

James McDonald

Video is missing where is cache

toho suika

Video is missing

Adam Barták

Is there a way to export separate AOVs with volumes in Redshift? Ie: separate channels for emission and density?

Arrev

Great, thank you. Very efficient explanations. You helped me sort out some questions I had for a long time.

Pierre Blaise Dionet

Whoops. Forgot linking to that. Link added. Sorry & Cheers, Mo

Entagma

Great course. Where is the simulation cache you are talking about at 7:50? Thank you.

Pierre Blaise Dionet


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