Graphics Reference
In-Depth Information
Figure 7-75 The cube rendered with the volume material
To see the simulation, you need to use a voxel data texture to determine the density of the material.
1. Set the material'sownDensity tozero, as shownin Figure 7-76 . While you'reat it, bumpupthe Dens-
ityScalevalueandtheScatteringvalue,whichwillhelptogiveyouamorebillowy,puffysmokeappear-
ance. You can experiment with these values to get the smoke just as you like it, but be sure that Density
is zero.
2. Add a texture of type Voxel Data, as shown in Figure 7-77 .
3. Choose the object name of the Domain object for the Domain Object field in the Voxel Data panel
of the texture, as shown in Figure 7-78 . In this case, I changed the Domain object's name from Cube to
SmokeDom to make things more clear.
4. Uncheck the Emission Color check box and check Density on the Influence panel, as shown in Figure
7-79 . This will give the material density based on the simulation.
 
 
 
 
 
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