Instead of the volume noise sdf is there a way to use rest and rest_ration to drive a noise position? Like in the basic liquid shader, there's vorticity wave function i tried to add volume vop instead of the voume noise and plugged the particles in the second input and tried to use pcopen and pcfilter to get rest attr but it didnt seem to work for me so maybe something i dunno
Yeah, you can use rest for noise. It will give you a different looking result as well. In my opinion, when you go that route you typically need to: 1. Keep in mind that the cache sizes go up tremendously even if you recast to 16 bit and do all the other compression tricks... 2. Use FLIP for your water sim or use particles/vellum and manually add rest fields... and 2. Find a way to apply the noise to SDF volumes rather than fog. Typically, rest is much easier to use when dealing with fog volumes because the values are more straightforward. With SDF, you are moving the location of the surface band, and that isn't as easy as multiplying against some fog values. So, for this particular situation, I found that the SDF noise node was the more simple route to go.
Nice, easy and straightforward thank you !
Short and to the point. Thank u!
Very cool Tip!
Thanks Beka!
This is an awesome trick! Thank you!
No problem! Thanks for watching Dominik
Great tip. Thx man.
Sure thing Nelson! Hope you've been doing well my friend
more flip tutorial plz... especaiily about ocean XD
bro! its fantastic!
Thanks my dude!
Very nice, thank you
Instead of the volume noise sdf is there a way to use rest and rest_ration to drive a noise position? Like in the basic liquid shader, there's vorticity wave function i tried to add volume vop instead of the voume noise and plugged the particles in the second input and tried to use pcopen and pcfilter to get rest attr but it didnt seem to work for me so maybe something i dunno
Yeah, you can use rest for noise. It will give you a different looking result as well. In my opinion, when you go that route you typically need to: 1. Keep in mind that the cache sizes go up tremendously even if you recast to 16 bit and do all the other compression tricks... 2. Use FLIP for your water sim or use particles/vellum and manually add rest fields... and 2. Find a way to apply the noise to SDF volumes rather than fog. Typically, rest is much easier to use when dealing with fog volumes because the values are more straightforward. With SDF, you are moving the location of the surface band, and that isn't as easy as multiplying against some fog values. So, for this particular situation, I found that the SDF noise node was the more simple route to go.
use your knowledge to pass on usable things, not subliminal things.