0
$\begingroup$

I was following a Ducky 3D tutorial and at this timestamp 4:19

I need a Musgrave texture with a color output, but mine only has a "height" output.

I looked up on the Internet and several Blender users have had this problem, and they usually solved it by using a ColorRamp.

But how? I tried it and my smoke didn't become white, only its shape changed a bit. Where do I need to input/output my ColorRamp to make my smoke white like in the tutorial?

SCREENSHOTS

Without ColorRamp, plugging the height into the fac doesn't work. The smoke is still black.

smoke simulation with black output

With a ColorRamp but I'm not sure how to use it and where to plug it, I just changed the color of the ColorRamp to white but the smoke is still black :/

The same but with a color ramp.

$\endgroup$
2
  • $\begingroup$ When you copy a URL from YouTube, you need to check the "Start At" button to get the timestamp. $\endgroup$ Aug 1, 2021 at 14:20
  • $\begingroup$ Ugh. That's a 2.8 Tutorial. The problem is that Musgrave, Voronoi, and the volume shader all changed. I think you'd be better off finding a 2.9 tutorial. $\endgroup$ Aug 1, 2021 at 15:05

1 Answer 1

3
$\begingroup$

I've had a look at the tutorial and added remarks at the end of this answer because they are more related to the tutorial than to the Musgrave Texture node.

How to Colorize the Musgrave Texture

The Musgrave Texture node has a grey node output Height that outputs a single float number. The yellow color nodes work with an RGB tuple. And a purple vector node has 3 values, an XYZ tuple. Blender converts them automatically. Read here more about it: What is the meaning of the color of the node sockets in the node editor?

That been said, if you want to map the single float number to an RGB color tuple, you can use a Color Ramp node that represents the entire color spectrum.

To do this, set the Color Ramp node to HSL and Far, and select the same color for the start and end. For example, make both red (hex FF0000) and you will get all colors. The Musgrave texture output is colorized when you connect the nodes. The RGB color value then can be used for the XYZ vector input of the Voronoi texture for more modifications/randomness.

example screenshot

Addendum

Remarks About the Tutorial

The tutorial uses an early experimental alpha version of Blender 2.8. I've downloaded Blender 2.80.74 (release candidate 1 of 3) which has the same Musgrave node but the output is still more blocky:

result in blender 2.80

Node Changes and Adjustments for Blender 2.82+

To create this volumetric smoke animation in new Blender versions you need some adjustments:

  • increase the strength of the Area light. Default is nowadays 10 W. That's not enough. It controls the brightness and the color. Try something between 300 W and 1000 W. The example is 1000 W.
  • the Voronoi node has been changed. You need to square the Distance output with a Math node.
  • the Musgrave Texture node has been changed. See above.
  • to get a smoother render to decrease the Volumetrics > End value to 4 m in the Eevee Render Settings.
  • the start/end color of the Color Ramp node for the Musgrave Texture node controls the amount of "Spaghetti" that you get, more black/dark or bright/white on the image that is. To be able to change the color conveniently use a Hue Saturation node and change the Hue value. This shifts the color palette. To do this easily by sliding the value with high precision there are the Math and Value nodes.
  • decrease the Detail value of the Musgrave Texture node to make the fog/smoke smoother.

Final Setup

node setup blender 2.92

Make sure you are using Eevee and in Render view using scene light and scene world (black). Keyframe the X rotation of the Mapping node from 0° to 360° over 361 frames for a looped animation. That's the Ducky 3D tutorial.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .