Hi, I got some wishes
1. LiquidSimulator Mesh as animated VRayProxy with motionblur
When I do a VRayMesh export from a liquid simulator, the mesh saves out well.
But there are two things i noticed when exporing as animated proxy:
- it seems that no motion blur information is provided to the VRayProxy (when rendering the VRayProxy, there is no MotionBlur visible, but the original simulator mesh is blurred well)
- it seems that the frames are not in order (geometry is jumping during playback from earlier to later frames and so on (maybe an increment issue? when the frame increment rises from 0-9 (1 number) to 10-99 (two numbers) and 100 to 999 (thee numbers) and so on ... ))
My wish is that animated VRayProxies created from PHX LiquidSimulators work fine and with motion blur.
What I do for now is: I export the liquid particles as a PRT Sequence, load them in Krakatoa (apply some partice culling here if neccessary), feed them to Frost, try to achiev the closest matching mesh result compared to the liquid simulator mesh and then exporting the frost mesh as animated VRayProxy. That works. Even with motionbur and without frame jumps. But I need 2 more plugins and a lot of time ... which is bad.
2. Culling / cutting functionality for simulator particles (independent from PHX Foam Particle Shader in non-Geo-Mode) for use f.e. in VRayInstancer, PHX Foam Geomety Mode OR (maybe thats a wish for VRay) make VRayClipper work with VRayInstancer / PHX Foam in geomety mode.
Same here. If i want to cull particles i need to export them as PRT Sequence and do that in Krakatoa, but then i need another plugin ... which is bad.
3. I whish that you spend a little more love to the PRT reader ... maybe some time controls and culling options?
4. EDIT: Cryptomatte Support for PHX Foam Particle Shader ... independend from render mode.
5. EDIT 2: VRay GPU Support for PHX Particle Tex.
6. EDIT 2: VRay GPU Support for PHX Particle Shader.
7. EDIT 2: VRay GPU Support for all the other not supported PHX features.
Thank you!
1. LiquidSimulator Mesh as animated VRayProxy with motionblur
When I do a VRayMesh export from a liquid simulator, the mesh saves out well.
But there are two things i noticed when exporing as animated proxy:
- it seems that no motion blur information is provided to the VRayProxy (when rendering the VRayProxy, there is no MotionBlur visible, but the original simulator mesh is blurred well)
- it seems that the frames are not in order (geometry is jumping during playback from earlier to later frames and so on (maybe an increment issue? when the frame increment rises from 0-9 (1 number) to 10-99 (two numbers) and 100 to 999 (thee numbers) and so on ... ))
My wish is that animated VRayProxies created from PHX LiquidSimulators work fine and with motion blur.
What I do for now is: I export the liquid particles as a PRT Sequence, load them in Krakatoa (apply some partice culling here if neccessary), feed them to Frost, try to achiev the closest matching mesh result compared to the liquid simulator mesh and then exporting the frost mesh as animated VRayProxy. That works. Even with motionbur and without frame jumps. But I need 2 more plugins and a lot of time ... which is bad.
2. Culling / cutting functionality for simulator particles (independent from PHX Foam Particle Shader in non-Geo-Mode) for use f.e. in VRayInstancer, PHX Foam Geomety Mode OR (maybe thats a wish for VRay) make VRayClipper work with VRayInstancer / PHX Foam in geomety mode.
Same here. If i want to cull particles i need to export them as PRT Sequence and do that in Krakatoa, but then i need another plugin ... which is bad.
3. I whish that you spend a little more love to the PRT reader ... maybe some time controls and culling options?
4. EDIT: Cryptomatte Support for PHX Foam Particle Shader ... independend from render mode.
5. EDIT 2: VRay GPU Support for PHX Particle Tex.
6. EDIT 2: VRay GPU Support for PHX Particle Shader.
7. EDIT 2: VRay GPU Support for all the other not supported PHX features.
Thank you!
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