NEW IN R20
Since the Volume and Smooth Filters are treated as a single object internally, they will be described here on the same page.
As is familiar with settings such as Strength, a slider is used to adjust the strength of the Filter.
Calculating the Voxels shown is done as follows:
This might not be easy to understand. Since the results are often similar, the best you can do is experiment to see which result is the best for your scene.
This value cannot be defined for every Filter Type.
This value defines how many neighboring Voxels (6 directions in total), in a cube-shaped area, should be used to calculate the individual Voxels. The larger the value, the more expansive the smoothing will take place. Render times will increase accordingly as the value is increased.
SDF offers two Filter Types:
Fog offers three Filter Types:
These Filters can produce very interesting results. Again, experimenting helps you learn how to best use them. You can, for example, use hair in a Volume Builder (the Hair object can generate either splines or polygons). The Filters can be used to create interesting structures:
This value is added to each Voxel value. Negative values can also be applied. This will raise or lower the surface for most filter types.
If Filter Type is set to Range Map, the Voxel value range will be replaced by a new one (similar to the Range Mapper XPresso node). These can be defined precisely using the Minimum and Maximum values.
Example: The following 4 Voxel values are used: 0, 1, 4, 5
This is useful if one value range is not compatible with another. Example: A grid’s Voxel values range from 0.1-0.2. A shader, for example, works best with a value range of 0-100. If you enter exactly these values you will get the best possible result.
If Filter Type is set to Curve, the Voxel value range will be transformed based on this adjustable spline (and not linearly as would be the case with Range Map).
Here you can define how often the Filter should be applied. The render time will increase correspondingly as the value is increased and the Filter’s effect will also strengthen accordingly.
You can choose from 5 types of filter. These define the precision or accuracy with which the calculation should be made. The 5 filter types are arranged in the order of their precision from top (less) to bottom (most). Render times will increase with increasing precision. Experiment to see which option works best for your scene.
These settings can be used to generate more Volume so the Filter can work more effectively. This refers to the issue described here. Note the hierarchy and order in which the Filter is arranged in the Volume Builder’s list (evaluation takes place from bottom to top). The increase in Volume will only take place for the Volumes below it. Objects further below will remain unaffected.
However, the Voxel Range will generate Voxel layers both beneath and on top of the original surface. This can be defined separately in the Volume Builder, which will result in faster calculation (which is definitelz the recommended and more precise method).