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Can Someone Help Clear Up This Work Flow For Me

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  • Can Someone Help Clear Up This Work Flow For Me

    Hey there,

    I am not sure if this is a vray or Phoenix question so I will start here. I am revisiting one of my beach wave sims and wanted to explore the workflow I see in a lot of vfx breakdowns. The one where the underlying fluid sim is rendered out, then just the splash and foam layers are rendered out separate and then can be adjusted individually in After Effects (in my case).

    I thought it would be a case of rendering the water with the shaders for the foam and splash turned off. I then applied a black override material via vray to cover off the beach and rocks and also applied it to the Phoenix sim but. I then ran a render again with just the splash shader turned on but nothing rendered in frame.

    I did this as I have used that when I was mucking around with god rays.. rendered out the scene, then the black overrride and then rendered again with the HDRI enabled and then blended the layers together in PS.

    Is there a tutorial somewhere about rendering out various Phoenix FD elements for comping / adjusting colours and such and then putting all the layers down together?

    Appreciate the assistance.

    S.

  • #2
    Should I move this to a vray forum?

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    • #3
      Hey,

      The override material seems to be working fine in here - so probably there is something else in the scene that causes the splashes not to render.

      What I did was to create a an ocean preset and add a sun and sky to the scene. Then in the V-Ray settings I just created an Override material and plugged a black V-Ray material there.

      Then for the liquid pass, just disable the override material, select the Particle Shader node and from the Object Properties menu disable the "Renderable" checkbox.

      Another approach you can take is to add a V-Ray atmosphere render element and it will contain the foam, mist and splashes. Note that this pass will contain all atmospheric effects so if you have environment fog in the scene - this will show up here as well.
      Using the V-Ray Atmosphere render element, there is no need to turn anything off - you just render, though after that in you compositing application you will have to subtract this pass from the beauty pass so you can get only the liquid.

      Note that both of these methods will not render particles that are under the liquid surface. If you have such particles and you wish them to be present in the render you will need to disable the render of the liquid (select the Phoenix simulator, go to Object Properties and disable "Renderable").
      Then for the Particle Shaders, go in the Subgroup options and choose to render only the ones underwater.

      Hope this helps!
      Georgi Zhekov
      Phoenix Product Manager
      Chaos

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