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Max v2.2 nightly: Destruction Dust and Fine Debris [09 October 2014]

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  • #46
    tell me please, how to allocate stones in this thick of smoke?
    Last edited by artmaestro2; 05-09-2018, 07:13 AM. Reason: tell me please, how to allocate stones in this thick of smoke?

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    • #47
      Check the fog density here: https://docs.chaosgroup.com/display/...er|PHXFoam-Fog
      Svetlin Nikolov, Ex Phoenix team lead

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      • #48
        tell me please, with what I preset can do a quick render
        I found out 1) reducing the storage quality
        and what else can accelerate the preliminary rendering?

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        • #49
          how to make it better to see the stones?[url=https://radikal.ru][/url
          Last edited by artmaestro2; 05-09-2018, 08:39 AM.

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          • #50
            Good morning, someone will answer me in my yesterday's post, how to make the smoke more transparent to see small stones?

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            • #51
              Originally posted by artmaestro2 View Post
              tell me please, with what I preset can do a quick render
              I found out 1) reducing the storage quality
              and what else can accelerate the preliminary rendering?
              Increase Light Cache Speedup for both the volumetrics and for the particle shader until you start getting artifacts. Use high Step and Shadow Step from the Rendering rollout.

              Or use V-Ray progressive sampler and turn on 'Use probabilistic shading' so that Phoenix can work better with the progressive sampler: https://docs.chaosgroup.com/display/...spheresettings
              Svetlin Nikolov, Ex Phoenix team lead

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              • #52
                Originally posted by artmaestro2 View Post
                Good morning, someone will answer me in my yesterday's post, how to make the smoke more transparent to see small stones?
                Less count multiplier and less Simple Smoke opacity is the correct way, but your smoke and particles still look very thick.Are you sure you have only 1 simulator and 1 particle shader in the scene an no other node is also rendering smoke? Indeed, coloring the particle shader red is a good approach to make a difference between the smoke and particles.

                Also, try disabling 'scale opacity by scene units' in the volumetric shader, in case you have a very large simulator scale.

                Cheers!
                Svetlin Nikolov, Ex Phoenix team lead

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