The plugin supports rendering OpenVDBDreamworks’ open-source C++ library housing the data structures and tools implementation for storing and manipulating volume data, like smoke and other amorphous materials. The purpose of OpenVDB is mostly to have an efficient way to store volumetric data in memory and on disk. It has evolved into a more general toolkit that also lets you accomplish other things, such as fracturing volumes, converting meshes to volumes and vice versa. However, it does not include a computational fluid dynamics solver, and therefore it cannot procedurally generate smoke or fire. OpenVDB is fully integrated as a library in OctaneRender. For more information about OpenVDB, check at http://www.openvdb.org/. files through Modo's VDBDreamworks’ open-source C++ library housing the data structures and tools implementation for storing and manipulating volume data, like smoke and other amorphous materials. The purpose of OpenVDB is mostly to have an efficient way to store volumetric data in memory and on disk. It has evolved into a more general toolkit that also lets you accomplish other things, such as fracturing volumes, converting meshes to volumes and vice versa. However, it does not include a computational fluid dynamics solver, and therefore it cannot procedurally generate smoke or fire. OpenVDB is fully integrated as a library in OctaneRender. For more information about OpenVDB, please see http://www.openvdb.org/. Voxel item.
To render VDB Volumes, you will need to set up the volume in the following way:
NOTE: The plugin does not support transforms for the VDBVoxel item. You will need to transform the Volume item instead.
The Modo plugin includes some basic support for Volume shading using the Shader Tree, but using an Octane Override is recommended for full control.
To shade the Volume using the Shader Tree:
The shade the Volume using an Octane Override: