[Cycles] Hard Volume Textures

whoa spongy! Again, interesting tests, and kudos to storm_st for the code

WOW!!! All these tests are great! Is it also possible to use Voxel Data like in BI volume materials?

It would be really great :slight_smile:

Now that’s really cool!

Indeed, very interesting test. How long did it take to render that piece?

Yep the last one is incredible.:eek:

briliant! @vklidu

that’s wild…!

Wow some amazing results! Booleans be gone… Mesh free carving I guess.

if this could be turned into mesh or textured somehow??

In general - volume greatly creates specific materials or some structures.
To model objects from volume doesn’t look like effective method.

@Carrozza: rendertime for the last image says nothing, because I set 1200 samples in preview and went home.
For the matrace foam it’s around 300 samples like 20 minutes on my iMac 2.93GHz Intel Core i7.

@pxl666: . . . if volume become with voxel data support it would be awesome to have ability generate mesh.
But for this constructed components it’s a waste of time. It would be a hard generate some accurate model from volume based on image data.

@3pointEdit: booleans can generate more complex results, this volume components are like things “milled” from three sides (it’s only mixing of three projections).

More complex components can be done by mixing nodes, but it takes quite a lot of time prepare textures, waiting for preview render and final render is not one of the fastest of course.

The render is still default cube. More complex object is done by mixing nodes.

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-xyz-mix-image.jpg
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-xyz-mix-01.jpg

Download Blend File

Also mistakes in mixing nodes can look sophisticated :slight_smile:
http://blender.howto.cz/blender-links/test-Volume-Tex/volume-xyz-mix-05.jpg

You guys are having so much fun in this thread! This projection models remind me of those band saw wood modeling techniques,downloading volume patch now :evilgrin:

One older test of shards with volume texture. Static image is OK.
Animation needs real object texture coordinates.

@storm_st: Does it possible in this stage of your hard work to take a look at these texture coordinates?
Thanks for more info.

http://blender.howto.cz/blender-links/test-Volume-Tex/volume-shards-04-0017.jpg

Animation on http://vimeo.com/37061555
(scratching is not player problem :slight_smile: )

Hi all,

Really great stuff !!! I have one question, what version of blender you use ( build for windows seven X64 ) and where I can found it ?

Thanks a lot

ps : Does this version support direct lighting for volume ?

Matthieu

Yes, where can I get a volume build? I looked at GraphicAll but couldn’t find one.

Thanks!

Search for OL77 experimental builds (spoungebob builds named “Volumetric” or “Cyclone” on graphicall.org) or better build yourself using patch posted to bf-cycles mail list. But dont hold your breath, it render very slow, you can get 100 times fast, noise-free and correct result if make real geometry from volume texture and render that mesh usual way. I think that recently added in 2.62 Remesh modifier can be hacked to produce isosurfaces from arbitrary 3d function.

That is really awesome, looking more and more forward for Storm to get this into trunk :slight_smile:

In the meantime, someone should make an add-on that carve a mesh from images in the same way.

I’m just thinking what about 3 photos of same person from one side then other then from sky. And then change it to black and white. and Use it as it it will create? a whole person?

It will be in blender 6.3?

It won’t. These black and white textures are just a sort of opacity mask, they can’t describe a surface. They work only as Orthogonal projections

vklidu, you are AWESOME. Thank you for providing blend files! The real difficulty, for me, is aligning these images properly. Once we have Object Mapping we should be in much better shape – that’s definitely at the top of my Cycles Wish List!

For the benefit of someone who doesn’t have a working Volume patch build, here’s a quick breakdown of what’s going on in the nine-images blend file. Each group uses a Mapping Node that combines three images in one row as an XYZ projection (here’s a detail of one of the groups; they all look similar):
http://cycles.mostlydocumentary.com/otherimages/vklidu_volume-xyz-groupNodSm.png

While each group uses the same image, the Mapping Node values change to sample different parts of the image. If we run the results of each group straight into the Volume BSDF without combining it with the others, we get the following:

The top group:
http://cycles.mostlydocumentary.com/wp-content/uploads/2012/02/vklidu_volume-xyz_TopGroup.png

The middle group:
http://cycles.mostlydocumentary.com/wp-content/uploads/2012/02/vklidu_volume-xyz_MediumGroup.png

The bottom group:
http://cycles.mostlydocumentary.com/wp-content/uploads/2012/02/vklidu_volume-xyz_BottomGroup.png

(Only 10 passes on each of these; they take forever to render, and I was lacking patience…)

Combined (letting it cook for about a half-hour):
http://cycles.mostlydocumentary.com/wp-content/uploads/2012/02/vklidu_volume-xyz_CombinedNodesPlusStats.png

simply amazing examples!!!