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sant0s



Joined: 07 Feb 2013
Posts: 7
Location/Company/Country: Berlin, Germany

PostPosted: Wed Mar 13, 2013 8:25 pm    Post subject: cauliflower Reply with quote

Hey Smile
just messing around with ba and emfluid.
Got some very nice results, but more smoky-like.

I googled on how they create that "cauliflower"-surfaces - but I do not get any similar result.
Means, I have a shader that looks like a cauliflower in my shaderball, but when I plug that into density, it does not do the trick.
Are there some hints you guys could give me?
Thanks!

edit: actually I try to understand how I can "see" what surface I have to create with the shader to get the surface of for example cauliflower or something else.
When I check the example scenes, the PT_spherical_coord scene has nice examples how the shaderball and result differs Smile.
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schoenberger
Site Admin


Joined: 02 Mar 2005
Posts: 3786

PostPosted: Wed Mar 13, 2013 9:26 pm    Post subject: Reply with quote

You always need a 3D texture shader, no 2D textures.
I would use the Cell shader with recursion 2 and a larger scaledown, increase min/max contrast.
A high density and a high contrast in the volume shader.

The video at the top has the new cell shader for the round boobles and a fractal for the fine structure on top:
http://www.binaryalchemy.de/develop/shd_ess/whatsnew25.htm

You can take a look at some examples how textures look:
www.BinaryAlchemy.de/help/collection_volume/html_files/volume_cloud/2d_3d_comparison.htm
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Holger Schönberger
Binary Alchemy - digital materialization
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sant0s



Joined: 07 Feb 2013
Posts: 7
Location/Company/Country: Berlin, Germany

PostPosted: Wed Mar 13, 2013 9:41 pm    Post subject: Reply with quote

ah, wow - thx.
that example page is great, did not see that.
will try and give feedback Smile
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