Hi,
Here is my wishlist for next version of PhoenixFD. Thank you development team,
Chen
=====
UI
- unified naming for "particle shader" "foam object" "Mist" "Fog."
- Able to keep the absolute height of initial fill. Use red dot to visualize the height on the grid. (the current grid, if you change the z-height, the absolute height for initial fill also change. This is quite annoying during RnD stage, because sometimes you have to adjust the z-height, but the ocean level is not fixing at the point you want)
Sim
-global control for size and number of foam/splash/mist, keep the ratio to ensure realistic rendering
-auto generate particle shader for Mist when enabling it
-state control (Realflow Filter daemon)
-able to simulate rigid body dynamics
Export
-OpenVDB
-alembic with motion blur
Shading
-absorption color control for point shader, like the one in Krakatoa
Rendering
-able the save the "particles optimization" stage as cache files
-support render elements
-able to render foam/splash/mist with scanline renderer that matches with V-Ray visually, as close as possible (because scanline are way faster in term of large scale particle rendering)
Bug
-V-Ray frame stamp for rendering time is not accurate
Here is my wishlist for next version of PhoenixFD. Thank you development team,
Chen
=====
UI
- unified naming for "particle shader" "foam object" "Mist" "Fog."
- Able to keep the absolute height of initial fill. Use red dot to visualize the height on the grid. (the current grid, if you change the z-height, the absolute height for initial fill also change. This is quite annoying during RnD stage, because sometimes you have to adjust the z-height, but the ocean level is not fixing at the point you want)
Sim
-global control for size and number of foam/splash/mist, keep the ratio to ensure realistic rendering
-auto generate particle shader for Mist when enabling it
-state control (Realflow Filter daemon)
-able to simulate rigid body dynamics
Export
-OpenVDB
-alembic with motion blur
Shading
-absorption color control for point shader, like the one in Krakatoa
Rendering
-able the save the "particles optimization" stage as cache files
-support render elements
-able to render foam/splash/mist with scanline renderer that matches with V-Ray visually, as close as possible (because scanline are way faster in term of large scale particle rendering)
Bug
-V-Ray frame stamp for rendering time is not accurate
Comment