I´ve done a lot of R&D for my short film on how to make smoke look like its underwater and two things that I missed were:
1. My first thought about underwater behaviour was to add some drag force. But the standard 3ds max drag force seems to not work very well with phoenix. At least I couldn´t get it to work, maybe its just super sensitive.
So I´d love a phoenix drag force, thats easier to control.
2. I wasn´t quite happy with how the phoenix turbulence force looked. Again: Maybe I wasn´t using it right, but it creates a look with sharp edges I didn´t find natural, I was expecting something that would look smoother and more like standard max noise maps
I stayed away from the standard max wind force because I think it wasn´t recommended, but I usually find the results with standard max wind turbulence and for example particle flow to look more natural.
My dream-turbulence would also give me some option to make the turbulence field even more random, by being able to add a number of different sized turbulences at random positions into one field, kind of like adding several separate spherical turbulence objects with different sizes and strengths.
1. My first thought about underwater behaviour was to add some drag force. But the standard 3ds max drag force seems to not work very well with phoenix. At least I couldn´t get it to work, maybe its just super sensitive.
So I´d love a phoenix drag force, thats easier to control.
2. I wasn´t quite happy with how the phoenix turbulence force looked. Again: Maybe I wasn´t using it right, but it creates a look with sharp edges I didn´t find natural, I was expecting something that would look smoother and more like standard max noise maps
I stayed away from the standard max wind force because I think it wasn´t recommended, but I usually find the results with standard max wind turbulence and for example particle flow to look more natural.
My dream-turbulence would also give me some option to make the turbulence field even more random, by being able to add a number of different sized turbulences at random positions into one field, kind of like adding several separate spherical turbulence objects with different sizes and strengths.
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