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Created by ben and hosted with his permission, the following content is from a post on XSIbase.com here.
Hi all, I took a shot at writing a shader. It's a solid volume shader for use with 3D textures. A 3D texture is plugged into the shader and the shader is plugged into the material for a closed volume. A threshold is set and anywhere the texture value is above the threshold, the volume appears solid. Here are some examples applied to cubes:
3D vein texture
3D wave texture
3D wave with HDRI environment (HDRI is copyright 2002,Computer Graphics Reseach Group of the K.U.Leuven, thanks)
DarkTree amoeba texture
New version (rc11) supports transparency
Refraction
Transparent shadows
Also the internal color and density of the volume can be driven by procedurals. If the surface is made completely transparent the shader can be used for non-solid volumetrics.
I'm sure it could use more work. Any comments or suggestions appreciated.
Thanks, Ben