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Phoenix FD not rendering transparent

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  • Phoenix FD not rendering transparent

    Hi, we are running into shading issues on a simple splash scene with Phoenix FD: Basically, we want to render an ocean surface/liquid sim transparent and use translucency to control where it is more opaque.
    The thing is: We cannot get it to render completely transparent no matter what. Even if diffuse is at 0, reflection is at 0, IOR is at 1 and refraction is at 1 / 255,255,255 it renders like tar - see attached. Are there any additional parameters we need to set on the liquid itself?

    Second question while we are at it: Is there any way we can use the velocity values stored in the sim on a shading level? Say for artistic purposes that we want splashes to emit light the faster they are or something along the lines...​

  • #2
    Originally posted by k_18 View Post
    Hi, we are running into shading issues on a simple splash scene with Phoenix FD: Basically, we want to render an ocean surface/liquid sim transparent and use translucency to control where it is more opaque.
    The thing is: We cannot get it to render completely transparent no matter what. Even if diffuse is at 0, reflection is at 0, IOR is at 1 and refraction is at 1 / 255,255,255 it renders like tar - see attached. Are there any additional parameters we need to set on the liquid itself?
    At first glance, you may need to increase the Max Transparancy levels (Render Settings > Overrides > Materials).

    Originally posted by k_18 View Post
    Second question while we are at it: Is there any way we can use the velocity values stored in the sim on a shading level? Say for artistic purposes that we want splashes to emit light the faster they are or something along the lines...​
    Try setting the Maya native's Particle Sampler velocity output as the self-illumination of the shader.
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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