Cell Noise to Volume Displacement Animation

Polymesh objects can be rendered as volumes. This gives many creative opportunities for rendering solid objects in varied and interesting ways. This short 'making of' tutorial shows how to combine a polymesh with a volume by combining their shading using the displacement attribute of a standard_volume shader. We will also cover how to reproduce the above-animated effect using the cell_noise, color_correct, ramp_rgb and range shaders connected to volume_displacement of the standard_volume shader.

An example of a free to use head scan model can be found here.

The polymesh should be closed and not have anything self-intersecting, otherwise, the volume may not render correctly.

Step Size

More information about volume step_size can be found here.

A basic scene file can be found here. |

Standard Volume

Head mesh rendered as volume

Range

Camera Projection

To animate the effect from top to bottom we will project a ramp through the V direction.

Ramp RGB

Color Correct

Cell Noise

Final cell_noise settings

Animation

Conclusion

That's it. Remember to increase the volume_samples for any lights in the scene when rendering the final animation.

Further example with cell_noise scaled in Y

Final shading network