NokiMo
Saul Espinosa
Saul Espinosa

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Patreon Tutorial #53 - Volumetric Rest Grids & Distance Shader - Part 1

Hey guys! In this new tutorial, I will be covering a complex and often mysterious subject regarding volumetric Rest Fields and how they can be used to stick procedural noises to our volume. This is in particular useful for volume displacement to add detail to our volume, or with the density to cut out detailed holes into the volume.

This is not discussed often and is a subject matter with very little information out on the internet. The addition of the new Standard Volume in Redshift opened the renderer up to the possibility of using procedural shading with our volumes to create extra details on our lower-resolution simulations at render time. This opens up a lot of fun possibilities to "up-rez" our simulation at render time using Maxon Noises. The issue with this approach is the noise is world-space-based, and the volume simulation will "swim" through the noise, without the noise itself following along the volume as it moves. This is why you need to combine the volume Rest field data to advect the noise along the Rest field.

This is a bit more of a technical subject but a very important one for users who plan on adding render time detail to their volume simulations. The project files are attached below. Thanks again for all the support and have a great week!

Patreon Tutorial #53 - Volumetric Rest Grids & Distance Shader - Part 1

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