getting a grip on Volume emission colour

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I have a project involving a Aurora Borealis.
I already build a rather complex Asset creating a extruded curve with proper colours and animation.

Now I want to create a volume with colour and no density. This is to not occlude parts of the aurora and assimilate brightness with depth.

I tried to use the emission attribute in the volume visualisation node to get some emission but it doesn´t do anything, even if i use the density field with a ramp.

What works is using a billowy smoke Shader and piping the Cd into “emit Clr” on the volume model. Now my main problem is, how to import costum fields inside the shader instead of Cd Attribute.

2nd Problem: What´s the best way to create a volume from my geometry and transfer the Colour. I need very fine details. Volume from point fades out pretty far. The Colour of the aurora is vertice based. No texture maps whatsoever.
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