The Volume procedure allows the system to interpret multiple pix files in a sequence as a volume of pixels. When an object is assigned a shader with its color set to a volumetric texture, and “mapping” is set to “volumetric,” the object will appear to cut through a cube formed by stacking the pix files up. X, Y, and Z on the surface are mapped to U,V, and pixfile number. The size of the cube is defined by the texture transform.
When used as a subtexture of the “Ball” texture, “mapping” should be set to “directional.” In this case, the pix file sequence should be set to a sequence of ball images photographed from equal angles around the ball. The volume then maps U,V, View_Direction to U,V, Pixfile number.
Argument Name | Absolute Range | Useful Range | Default | Description |
from | 1-1024 | 1-1024 | 1 | The extension number of the first pix file in the sequence of pix files that makes up the pixel volume |
to | 1-1024 | 1-1024 | 1 | The extension number of the last pix file in the sequence of pix files that makes up the pixel volume. |
pix_sequence | --- | --- | --- | The name of the first pix file of the sequence of pix files that make up the pixel volume. |
mapping | directional, volumetric | directional, volumetric | The method by which UV or XYZ parameters are mapped onto pixel values for the pixel volume. | |
xripples | 0, infinity | 0, 100 | 1.0 | Fundamental frequencies for noise function |
yripples | 0, infinity | 0, 100 | 1.0 | " " |
zripples | 0, infinity | 0, 100 | 1.0 | " " |
level_min | 0, infinity | 0, 50 | 0.0 | Minimum allowed level of iteration |
level_max | 0, infinity | 0, 50 | 20.0 | Maximum allowed level of iteration |
ratio | 0, 1 | 0, 1 | 0.707 | Ratio for fractal noise |
transformation_name | no default. |