Volumetric density in solid/wireframe view.
I think it would be cool to be able to view volumetric density from the shader editor in non rendered view (solid and wireframe) just like they have for smoke simulations.
I think it would be cool to be able to view volumetric density from the shader editor in non rendered view (solid and wireframe) just like they have for smoke simulations.
5 Comments
smoke simulations are physics, they don't require a visual render. However materials have to get visually computed, thus you'd use material preview for it, which still is more performant than switching to rendered view with eevee/cycles.
is it possible to bake the volume shader into a vdb?
I do believe not, as OpenVDB stores volumetric data, however shaders technically have no volume data, it's just a visual effect to my knowledge of shaders in computer graphics. That's why i believe the current material preview will be the clostest thing you could get with your proposal. Please note that i have no experience with the blender architecture and thus is can only assume from my previous knowledge.
Another proposal which i could think of being useful and fitting your concerns regarding performance: In material preview have a toggle for selecting objects to get the shaders computed, e.g. the active one or ones in a specific collection. Like this only the "neccessary" shaders would get computed.
idea is good but i think this will create new problem like visibility, things might get harder to find from distance. And may be it will use more computational power which is not good for solid view.
I think having this option optional for user make more sense. and we have real-time render view so it's not that important right now
I agree, but I would like to have it as an option so that if I'm doing something like a nebula or cloud fly through, I can manage the cam movement with out bogging down my machine by doing all of the animating in cycles or eevee. btw I totally agree that it is definitely not very important.