Hi!
I think it would be nice if you could add a "Solid sphere mode" to the PHXFoamParticleShader.
With just a radius parameter, diffuse color (with map slot), a simple specular highlight and simple environment map support (without raytraced reflections / refractions), opacity (alpha) and emission (self illumination).
All in all this should render much faster than the bubble, cellular, splashes mode and could be used really good f.e.to render simple whitewater effects.
Maybe a VRay interface would be good to apply custom materials to that spheres, then the properties of the built-in shading parameters become ignored or overwritten.
Greetings!
I think it would be nice if you could add a "Solid sphere mode" to the PHXFoamParticleShader.
With just a radius parameter, diffuse color (with map slot), a simple specular highlight and simple environment map support (without raytraced reflections / refractions), opacity (alpha) and emission (self illumination).
All in all this should render much faster than the bubble, cellular, splashes mode and could be used really good f.e.to render simple whitewater effects.
Maybe a VRay interface would be good to apply custom materials to that spheres, then the properties of the built-in shading parameters become ignored or overwritten.
Greetings!
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