VDB Volumes

 

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.

 

Creating VDB Volumes

To render VDB Volumes, you will need to set up the volume in the following way:

  1. Create a new schematic workspace
  2. Click Item List > Add Item > Volume
  3. Click Item List > Add Item > VDBVoxel
  4. Load a VDB file into the VDBVoxel, or create your own mesh and select it as the VDBVoxel > Source Item
  5. Drag the Volume and VDBVoxel items into the schematic
  6. Connect the VDBVoxel to the Volume > Voxel Source channel.
  7. In the Item List, right click the Volume > Shade > Create Item Shader. This will create a material to control the Volume’s shading.
  8. Optional: Add an Octane Override to the new Shader Tree MaterialThe representation of the surface or volume properties of an object., and connect a Volume MediumA shading system designed to render volumes such as smoke and fog. to the Override.

 

NOTE: The plugin does not support transforms for the VDBVoxel item. You will need to transform the Volume item instead.

 

 

Shading Volumes

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:

  1. Select the Volume’s material > Material Rays tab.
  2. Adjust the following channels under Volumetrics: ScatteringDefines how fast light gets scattered when traveling through the medium. Amount, Scattering Color, AbsorptionDefines how fast light is absorbed while passing through a medium. Amount, Absorption Color, Luminosity Amount, Luminosity Color and Density.

 

The shade the Volume using an Octane Override:

  1. Select the Volume’s material in the Shader Tree.
  2. Add an Octane Override and disconnect the material from the Override channel.
  3. Add a Volume Medium node and connect it to the Override.
  4. Adjust the Volume Medium node parameters to shade the Volume.