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I saw that the foam shader appeared and i couldn't hold myself from trying it!
It is an awesome feature even if some things are not fixed yet like render geometry but most things seem to work fine
I hope its ok that i already write some feature requests:
1. an id attribute. Most of my usecases are probably going to be simmed closeup foam and the pointnumber(ptnum) can change so we mostly use the @id attribute that comes out from the solver so things wont jitter like size variation.
2. userColor into the colormap. Not as important as id but nice to have
1. an id attribute. Most of my usecases are probably going to be simmed closeup foam and the pointnumber(ptnum) can change so we mostly use the @id attribute that comes out from the solver so things wont jitter like size variation.
as a workaround you could generate @pscale from @id. Is this work for you ?
I saw that the foam shader appeared and i couldn't hold myself from trying it!
It is an awesome feature even if some things are not fixed yet like render geometry but most things seem to work fine
I hope its ok that i already write some feature requests:
1. an id attribute. Most of my usecases are probably going to be simmed closeup foam and the pointnumber(ptnum) can change so we mostly use the @id attribute that comes out from the solver so things wont jitter like size variation.
2. userColor into the colormap. Not as important as id but nice to have
Regards Alexis
Was this render done in Houdini? If so, can you please share the process that you used to achieve this?
Is there certain attributes I am missing other than the ones the whitewater solver in houdini gives?
We should definitely updated the UI and add cutter object support.
If you're having results below what you deem acceptable, with adequate lighting, please make sure the Bounces parameter under the Particle Settings tab is set to a value greater than 0. If I had to guess what the issue with your renders might be - this would be my first stop.
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