[Cycles] Hard Volume Textures

Voronoi Texture + postpro Blur
“Shards” are not flying arround, they are still visible part of volume texture in a letter shape.

http://blender.howto.cz/blender-links/test-Volume-Tex/Volume-Crash.jpg

@monsterdog:
I doubt it need to be merged at current stage, too slow except few corner cases, and touch too many lines of core integrator making other improvements hard. for example, images in this thread do not use volume feature at all, it is more like “fancy trick” to metaboll system. Proper solution (and 100x times faster, less noise and accurate colors due real normal) for that is some script that make geometry isosurface from procedural 3d textures with arbitrary threshold. My patch do the opposite, it solve complex light equation in any particle density and require orders of magnitude more CPU (GPU) power.

Never mind Storm, better to have it than not.
And I’m already at the dependence stage that I cannot do without it in my attempts and researching for materials, and I avoid to update my working build for not miss volume.

paolo

It’s likely that Isosurfaces would also mean adding millions of polygons to a scene when using highly detailed textures and thus requiring large amounts of RAM to render (not to mention slowing down the 3D view if was visible there and sharply increasing load times).

True volumetric data may be slower to render, but it would use less memory as you don’t have near as much geometry data loaded into RAM, Isosurfaces would also probably not work well for things like clouds and smoke.

Well, in theory we can make isosurfaces triangles on-fly, like micro-displacements, hair particles, etc. Sometime later that all will be supported (as motion blur of course ) by BVH subsystem, and it will take less memory then just fill scene pre pass. Anyway, even if not, my code must be rewritten to more complex like Mitsuba volume renderer, to guessing local density gradient, make correct normal based by that data. Current code ignore it and we always get diffuse-like surface with high roughness, that is wrong.

Test with image texture

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-cube-final-02.jpg

It looked a bit flatty so I added displace modifier to distort cracks a bit

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-0a-tex.jpg
Displace texture (Modifier)

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-0b-tex.jpg
Bump texture (Cycles Displace socket)

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-0c-tex.jpg
Volume texture

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-0d-tex.jpg
Volume texture (Cube with Cast Modifier-Sphere)

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-0e-tex.jpg

Proper solution (and 100x times faster, less noise and accurate colors due real normal) for that is some script that make geometry isosurface from procedural 3d textures with arbitrary threshold. My patch do the opposite, it solve complex light equation in any particle density and require orders of magnitude more CPU (GPU) power.

What Storm_st says is surely true, nevertheless, vklidu you are getting very amazing results!

Great work!

paolo

did you use the new volume node here ?

can you show node set up for this

thanks

I’m not sure what is the “new”. I downloaded last build for mac 43554 from graphical.
Anyway this test is not what I tried to test here. I’m more interested in pattern textures for cross sectioning.
I like to keep mesh as simple as possible. So if I can solve some fabric patterns or complicated structures in this volumetric version it’s just amazing.

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-cube-node01.jpg
Note: Displace socket is related to surface not to volume. So it’s not rendered if Transparent is surface.

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-cracked-cube-node02.jpg

Download .blend File

Wow, very interesting results! Impressive tool !

Unreal, I have been needing features like this to do a realistic foam material for a long time.

few tests of materials like polyurethane foams or latex matrace

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-foam-01.jpg

matrace
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-foam-03.jpg
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-foam-03.jpg

filter done by image texture on tube (all the textures for now are like projected from top view)
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-filter%2Bnode.jpg
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-filter%2Bnode.jpg

UPDATE NOTE: with last volume patch for OS X it’s build 43892 these blends are not working.
(Instead of volume shader “Bright/Contrast” node appeared in the node tree. Delete this node and connect volume as shown in filter a screen above.)
Also I’m sorry, in some blends I forget to setup Integrator (placed in render panel) for Volume (It’s shown in the screen above too.)

Download .blend file:
http://blender.howto.cz/blender-links/test-Volume-Tex/test-Volume-Filter.blend
http://blender.howto.cz/blender-links/test-Volume-Tex/test-Volume-Foam.blend
http://blender.howto.cz/blender-links/test-Volume-Tex/Textures

gips one . . . like coral?
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-foam-02.jpg

@vklidu i love the stuff i see here, keep their coming!

can u share some blends?

Love the foam examples and the filter. I would appreciate seeing the settings for those too or the blends if you are feeling generous. :slight_smile:

@vklidu:

freaking brilliant, great.

I probably misunderstood so far, but if I am not mistaken, it’s not currently possible to have a glossy/specular surface as well as use volumes like this, is it? Real polyurethane foam has a lot of bright specular highlights, along with the many, many, many little holes, which leads to its characteristic appearance. very cool nonetheless.

wow cycles really handles volumetrics well I guess. my computer would probably crash though. how about some food, like a piece of bread, maybe with a slice of swiss or other aerated cheese.

This thread seriously made me drop my jaw, it looks ridiculously good!

@vklidu:

I looked for heaviest density with sharp edge. You wrote about “soft detail edge”? Why?
Because it much more harder from algorithm point of view, and i tend to use it that way :), maybe i need to pay more attention to corner case with high density, it looks really cool except absence of normal. BTW, you can try tweak “g” as specular factor, g close to 0 resemble diffuse Orven-Nayar surface, g close to 1.0 is fancy high specular surface (imagine surface covered by layer if tiny glass spheres as road signs paint).

About /uploads/default/original/3X/1/8/18218c659557c5be6accfd0a6114cdf6f91060f7.jpgd=1326425934, it touching sphere, just illusion because wrong shadow probe (i hope it fixed in last patch) and overall shadow-less light setup, you hardly can guess actual white “blob” distance from sphere w/o proper shadow. Maybe some luck with random generator make additional illusion.

I tried “g” factor, but close to 1 it becomes dark and flat, can you show some example? thank you

And thnaks a lot for shades :slight_smile:
Density close to zero looks sharpen then before to me. And I’m ot sure if its just feeling, but rendering looks faster now.

Here are screens with different “Density Geom Factor” Value. For latex material second render looks quite well.

http://blender.howto.cz/blender-links/test-Volume-Tex/DensityGeomF%3D0-01.jpg
Density Geom Factor = 0.01

http://blender.howto.cz/blender-links/test-Volume-Tex/DensityGeomF%3D0-25.jpg
Density Geom Factor = 0.25

http://blender.howto.cz/blender-links/test-Volume-Tex/DensityGeomF%3D0-50.jpg
Density Geom Factor = 0.50

http://blender.howto.cz/blender-links/test-Volume-Tex/DensityGeomF%3D1-00.jpg
Density Geom Factor = 1.00