4
$\begingroup$

I've tried multiple times to get clouds into Blender. However, my scene has too many vertices for it to handle objects with multiple subdivision modifiers. I thought that, as an alternative, I could use a texture to tell Blender which parts of the volume were transparent and which parts had volumetric scattering.

However, when I plug my test shader into volume, I get a half transparent, half emission shader instead, though it works fine for the surface. I've tried using the Texture Coordinate node for the texture itself -- it did nothing.

Sorry about the extra stuff included. GIMP has weird exporting issues right now.

Then I read about 3D textures on this thread. I tried to find about 3D textures in Blender, which was completely hopeless:

So my question is: How can I tell Cycles to use textures as a factor for a Mix Node, or how can I generate a 3D texture from a 2D procedural ,and use that in Blender? (And sorry about the extra stuff included in the screenshot. GIMP has weird exporting issues right now.)

$\endgroup$
6
$\begingroup$

Sure you can use 2D/3D textures with volumetrics.

All procedural cycles textures will be 3D and you can use them for example like this:

enter image description here

Or you can just project 2D textures on your mesh too, this is the same cube with some mask:

enter image description here

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.