particle density volumetric material
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
Volumentric emission shader
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
volumetric density texture
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
quaternoid letter rotation
I experimented with some animated camera quaternoid rotations in blender
you can download the blend file here
Animation Node experiment - curve cluster
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
underwater particles
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
volume world experiment
For this animation I used a voumetric material on the world node
you can download the blend file here
point density smoke test
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
how to make a tentacle using processing and toxiclibs
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
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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