particle density volumetric material

Nikolaus Gradwohl2017-02-23T07:43:08+00:00

I made a volumetric material in cycles based on particle density. The particle set I used is influenced by a turbulence force field. I used a small ico-sphere as a particle object and added an emission shader. I noticed a pretty noticable offset between the particles and the volume material that changes over time - I'm not sure yet where that offset comes from, but I think it still looks pretty.

you can download the blend file here

density volume material

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Volumentric emission shader

Nikolaus Gradwohl2016-03-14T05:21:52+00:00

For this animation I have used an emission shader in a volumetric material for the first time. I added the shader on top of a volume scatter and a volume whatever shader and used a gradient curve to modify the density values for the emission shader a bit.

The input for the density function is a Point-Density Texture which is connected to a particle system.

The results aren' t quite as I expected them (which is kind of a recurring theme in my blender experiments :-) ) But I really like how it looks.

you can download the blend file here

emission volume shader

volumetric density texture

Nikolaus Gradwohl2016-01-14T08:27:20+00:00

For this experiment I used a texture in blender and mapped it to the density value of a volumentric material

you can download the blend file here

volumentric texture

quaternoid letter rotation

Nikolaus Gradwohl2016-01-05T05:42:22+00:00

I experimented with some animated camera quaternoid rotations in blender

you can download the blend file here

letter rotation

Animation Node experiment - curve cluster

Nikolaus Gradwohl2015-11-20T08:10:40+00:00

For this animation I used the "Network From Particles"-Template of the Animation-Node-Addon to add splines between clusters of particles

you can download the blend file here

curve cluster

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underwater particles

Nikolaus Gradwohl2015-11-17T06:30:40+00:00

For this animation I combined a volumetric material and a particle system

To achieve the light effect I placed the particle system in a box with a that only uses a "Volume Scatter"-node in the material with a Density of 0.2

Then I used a Spot-Light with a linear light falloff, by plugging the "Linear" output of a "Light Falloff"-node into the strength input of the Emission-node.

you can download the blend file here

underwater particles

volume world experiment

Nikolaus Gradwohl2015-09-25T07:02:47+00:00

For this animation I used a voumetric material on the world node

you can download the blend file here

volume world example

point density smoke test

Nikolaus Gradwohl2015-04-07T05:50:13+00:00

This animation was created with a goosberry testbuild of blender using the new point density node to create volumetric materials using particle systems in blender

you can download the blend file here

you will need a gooseberry-testbuild to render the animation testbuilds of blender can be found here

point density

how to make a tentacle using processing and toxiclibs

Nikolaus Gradwohl2011-02-23T03:34:29+00:00

the Toxiclibs are a very interesting collection of processing libraries. One of the libraries is called volumeutils and allows to use a volumetric space to model a 3D object.

I used it to generate a tentacle and export it as a stl file to make it printable on my 3D-printer.

click here to see it live or download the source-code

tentacle tentacle 3D printed

In the setup method i define a volumetric space containing 100x100x100 voxel, a iso surface and a Triangle mesh (which is needed to display the object and export it later)

gfx = new ToxiclibsSupport(this);
VolumetricSpace volume = new VolumetricSpaceArray( new Vec3D(100,200,100), 100, 100, 100 );
IsoSurface surface = new ArrayIsoSurface( volume );
mesh = new TriangleMesh();
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