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...
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...
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