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Does phoenix generate foam as mesh?

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  • Does phoenix generate foam as mesh?

    Does phoenix generate foam as mesh during rendering or it is like procedurally generated foam sprites?

    We are rendering with octane and we have to create a sphere mesh that will be used as an instance for each foam particle. Having 7.8 million foam particles created, our rendering slows down a lot using 4 gb of vram just for liquid with foam.


    Does vray do the same eat more ram and very slow with a lot of foam?

    Since our foam is a mesh it usually has 8-10 segments making foam bubbles not round up-close otherwise rendering will freeze with high poly foams spheres.

    Thank you












  • #2
    Hi,

    there's an option in the Particle Shader called Render as Geometry (V-Ray only). Render the particles in geometry mode instead as volumetric. Geometry mode adds support for additional features, but it's slower to render.
    George Barzinski
    QA Phoenix FD

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    • #3
      Hey,

      No mesh is involved in native Phoenix particle rendering - both 'Render as Geometry' On and Off would dynamically create the bubbles/points during rendering. When Render as Geometry is disabled, they will be rendered as a volumetric (atmosphere in 3ds Max terms), and when it's enabled, they will create dynamically geometry during raytracing with V-Ray, so that Render Elements work correctly. However, other render engines need to implement particle shading from the ground up, especially GPU renderers.

      The reason for this way of rendering is exactly because creating real polygons would be terribly slow.

      Hope this helps, cheers!
      Svetlin Nikolov, Ex Phoenix team lead

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      • #4
        Originally posted by Svetlin.Nikolov View Post
        Hey,

        No mesh is involved in native Phoenix particle rendering - both 'Render as Geometry' On and Off would dynamically create the bubbles/points during rendering. When Render as Geometry is disabled, they will be rendered as a volumetric (atmosphere in 3ds Max terms), and when it's enabled, they will create dynamically geometry during raytracing with V-Ray, so that Render Elements work correctly. However, other render engines need to implement particle shading from the ground up, especially GPU renderers.

        The reason for this way of rendering is exactly because creating real polygons would be terribly slow.

        Hope this helps, cheers!
        Thank you!

        Comment

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