Solaris Volumes

OpenVDB

Solaris supports the rendering of OpenVDB and imported Houdini "vdb" primitives. In the example image below a bunny_cloud.vdb file is imported with a Volume LOP node and assigned a Redshift Volume shader. A Material Library LOP is used to create and assign the Redshift volume shader to the VDB object, for more information on creating and assigning materials to objects please see the Solaris Materials page.

Rendering a bunny VDB in Solaris with Redshift

 

A Redshift Volume shader must be assigned to the "Volume" port of a Redshift USD Material output instead of the commonly used "Surface" port as illustrated below.

Example Redshift Volume shader setup using the Volume port

 

For more information on volume rendering in Redshift please see the Volume Topics page.

Example bunny_cloud.vdb from www.openvdb.org: https://www.openvdb.org/download/

 

Volume Scattering

Solaris supports Redshift's global volume fog rendering by enabling it in a Render Settings LOP as outlined below.

Setting up global Volume Scattering with a Render Settings LOP

 

Tint Shader

Volume Scattering can be tinted with a noise shader but it requires the tint material to be assigned to an object in the scene. Since this shader generally serves no other function it can be assigned to a placeholder object like an object with a scale of 0 or an empty mesh node like used in the example image below. Once the material has been assigned to an object in the scene it can be defined as the "Tint Shader" in the Volume Scattering section of the Redshift tab as illustrated below.

 

Volume Scattering with a blue and yellow Maxon noise used as the Tint Shader

 

Example volume tint shader with noise linked to RS USD Material output

 

For more information on volume rendering in Redshift please see the Volume Topics page.