Hi,
I need to create murky water that needs to bounce some light back to the camera, not just absorb it, so I chose to go with VrayScatterVolume to avoid painfully slow VrayMTL sss. I've tried to follow the approach described here: https://docs.chaosgroup.com/display/...me-SampleUsage however I am not having much of a luck.
The problem with the approach in that guide is that it relies on the coat material, which represents the surface of the liquid, to be blended only by 50% with the base scatter volume. This means with this approach, my water reflectivity effectively drops by 50%, and it shows. It just looks bad.
When I try to set water layer in BlendMTL to 100%, the scatter volume inside turns completely black, despite affect shadows in refractive water material being enabled.
So right now, I have no idea how to do that water. ScatterVolume relies on workflow that makes my water significantly less reflective, and VrayMTL SSS is just slow. And so is VrayEnvironment fog, especially when used in combination with high poly meshes as gizmos.
Any help will be appreciated.
I need to create murky water that needs to bounce some light back to the camera, not just absorb it, so I chose to go with VrayScatterVolume to avoid painfully slow VrayMTL sss. I've tried to follow the approach described here: https://docs.chaosgroup.com/display/...me-SampleUsage however I am not having much of a luck.
The problem with the approach in that guide is that it relies on the coat material, which represents the surface of the liquid, to be blended only by 50% with the base scatter volume. This means with this approach, my water reflectivity effectively drops by 50%, and it shows. It just looks bad.
When I try to set water layer in BlendMTL to 100%, the scatter volume inside turns completely black, despite affect shadows in refractive water material being enabled.
So right now, I have no idea how to do that water. ScatterVolume relies on workflow that makes my water significantly less reflective, and VrayMTL SSS is just slow. And so is VrayEnvironment fog, especially when used in combination with high poly meshes as gizmos.
Any help will be appreciated.
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