It is wild, I think, that *the only possible way* to export a procedural noise-based volume out of Blender is via PHOTOGRAMMETRY and gaussian splatting.

Like, you literally have to photoscan a nebula. đŸ¤¯
#b3d

The tutorial: https://www.creativeshrimp.com/gaussian-splatting-tutorial.html

#gaussiansplatting #photogrammetry #space #spaceart #science #cgi #vfx #3d #blender3d

I Photoscanned… a Nebula • Creative Shrimp

Basically I’ve just photoscanned a fully volumetric Blender nebula using 3d Gaussian Splatting. Links: Luma AI Polycam Nebula gaussian splats in Polycam (preview) Nebula gaussian splats in Luma AI (preview) Getting Started With 3D Gaussian Splatting for Windows (Beginner Tutorial) GitHub Repo for Windows Nebula course on BlenderMarket More about photogrammetry workflows (including Gaussian Splatting)…

Creative Shrimp
@gleb indeed gaussian splatting is incredible at rendering light effects ... !
it's also very good with water, grass and leaves, smoke/fog, ... it will change 3D if ... there was some development that permit to use this with lower end hardware and in any circumstance : to use the tech now we depends on those companies to have licensed the rights to use the code commercially, it's not free software ... yet https://github.com/expenses/gaussian-splatting/blob/main/LICENSE.md
gaussian-splatting/LICENSE.md at main · expenses/gaussian-splatting

Original reference implementation of "3D Gaussian Splatting for Real-Time Radiance Field Rendering" - expenses/gaussian-splatting

GitHub

@gleb and there is even a #Aframe component to add this to a web page, combine it with 3D text, etc ... and see in #VR #webxr

https://github.com/quadjr/aframe-gaussian-splatting

https://quadjr.github.io/aframe-gaussian-splatting/

GitHub - quadjr/aframe-gaussian-splatting: A-Frame component implementation of the 3D Gaussian splat viewer

A-Frame component implementation of the 3D Gaussian splat viewer - quadjr/aframe-gaussian-splatting

GitHub
@gleb wouldn't VDB also do the trick? Based on the video, it should be able to handle that. And Blender has OpenVDB support built-in :)
@victor Victor, as far as I know Blender can't export VDBs out, for procedural shaders.

@gleb this is not the answer but it is a way forward

https://github.com/Bentschi/Blender-GLSL-translator

Also could you potentially export as materialx or something ?

I don't think there is a specific solution yet but being able to export shaders is indeed something that will be pretty important going forward for anything realtime... I would totally throw some money down for a developer or two to come up with ideas.. I suppose we would need a solution for material and geo nodes export?

GitHub - Bentschi/Blender-GLSL-translator: Proof of concept: compiling material nodes into GLSL shaders

Proof of concept: compiling material nodes into GLSL shaders - GitHub - Bentschi/Blender-GLSL-translator: Proof of concept: compiling material nodes into GLSL shaders

GitHub