When I use a material comprised of a Principled Volume shader on an object used as the volume domain, I see the outline of the object/domain. Is there a way to "pad" the edges of the domain or something to add to the material or a setting adjustment so that the volume inside has a more natural/cloudy/smokey look? Attached is an example of the problem.
1 Answer
I'm not answering your Q, but you could be interested to try another approach with Object type Volume.
Model a base shape (from cubes or in Sculpt mode from sphere) here Cubes with Subdivision modifier) ...
Add object (Shift+A) Volume > Empty and add Mesh to Volume modifier and set your base mesh as source object ...
Then add Volume Displace modifier (like Strength 2), add a new texture and under texture properties choose Cloud texture with some bigger Size ...
Alternatively you can combine with other Volume Displace using another cloud texture with smaller size for more details ...
In this example I don't even need a shader (material) all is set in modifier or texture properties.
-
$\begingroup$ Wow, this is so out-of-the-box from my approach - thank you! I will certainly give this a go! $\endgroup$– JonCommented Mar 1, 2023 at 14:42
-
$\begingroup$ Fantastic! This is a game-changer. My many thanks for your taking the time to post this approach. I hope it will help others, too. Cheers! $\endgroup$– JonCommented Mar 1, 2023 at 15:34
-