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Hello! Sorry if this is really obvious but I just can't figure it out by myself... 😁
So, I'm playing around with the amazing Mesh Volume tag which allows you to create an Arnold volume out of any geometry (forget huge VDBs – it's never been easier to create clouds with a few overlapping spheres!). But the really cool thing is that the Volume shader has a displacement input where you can connect a noise to randomly move the volume's voxels around to create some nice effects.
If I understand it correctly the best noise to use is an Arnold noise in vector mode – like this (I've skipped the "mandatory" Range node for clarity):
However, my volume is always displaced in primarily one direction (towards lower left in forward-facing view). I would expect the volume voxels to be displaced in ALL directions, especially when using a vector noise. This is what it looks like with two identical cubes in the same location; one with a standard material (for reference) and one with a Mesh Volume tag:
So what am I missing? How can I get the "volume cube" to stay put in its original location while still being broken up by a displacement noise? I enclose my little scene file if anyone would like to take a look.
Best regards, ///Peter
Solved! Go to Solution.