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0

It has to do with the adaptive domain and how to origin is imported


6

I'm open to correction, but unfortunately, the formulae in your (I'm jealous,) book are expressed in the wrong domain for a renderer like Cycles. They're parametric surfaces. That is to say, in the book, a surface is expressed as a function of parameters i,j in certain ranges. Given i and j, a point on the surface (X,Y,Z) is generated. Cycles starts from the ...


4

You can do it with particles: Create your meteor, give it a particle system, in the Field Weights switch off the Gravity, in the Velocity give a bit of Normal and Object Aligned X to give the particles a direction. Create a stretched sphere that will be your particle, in the particle system Render panel choose Render As > Object and under Object > ...


9

With current experimental build 2.91 you can base this on Volume Object. create the shape from a Mesh Object. add Volume Object and in modifiers choose Mesh to Volume, as source Object choose created shape one add Point Light object in trail direction (close to a sphere) With second modifier Volume Displace you can use texture to distort. Here is a few ...


3

Using another Shape is indeed not a bad idea. (@Jachym Michal) But here is a node setup to give you pretty good controll of the density border. For better visibility I haven't multiplied it with your current density setup yet, but the math node already is sitting in place as you can see.


2

user1853's comment in pictures :) Change Transmission to 1 ... or use Glass shader instead of Principled BSDF. The only weird thing is when I replicate your node, result is totally white, not transparent as yours ... hm. Some changes happened from 2.81?


0

Doing the same tutorial and ran into the same issue. When I hit tab to go into edit mode it fixed the density for some reason.


4

I'm no node wizard, so I'd recommend the Displacement node. Then you can use UV maps for better control. Add a Subdivision modifier set to Simple (4+ levels) Use your hexagon texture to drive the Displacement node Enable true Displacement in material properties You can also drive the thickness using a BW texture


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