Max v2.2 nightly: Destruction Dust and Fine Debris [09 October 2014]

Вчера, 09:11
я выложил фото, как вокруг частиц сделать нормальное облако?

What I can see is that before you had Motion Vel, and this way the moving fragments will push the Phoenix smoke and particles, and now it’s off.

Also, your ‘Outgoing velocity’ is 10mm - that’s 1cm per second, so the smoke and particles emit off the surface of the fragments but are almost not accelerated at all.

Cheers!

thank you!!!

what values would you recommend in this case?

tell me please, how to allocate stones in this thick of smoke?

Check the fog density here: Chaos Docs

tell me please, with what I preset can do a quick render
I found out 1) reducing the storage quality
and what else can accelerate the preliminary rendering?

how to make it better to see the stones?[/url

Good morning, someone will answer me in my yesterday’s post, how to make the smoke more transparent to see small stones?

Increase Light Cache Speedup for both the volumetrics and for the particle shader until you start getting artifacts. Use high Step and Shadow Step from the Rendering rollout.

Or use V-Ray progressive sampler and turn on ‘Use probabilistic shading’ so that Phoenix can work better with the progressive sampler: Chaos Docs

Less count multiplier and less Simple Smoke opacity is the correct way, but your smoke and particles still look very thick.Are you sure you have only 1 simulator and 1 particle shader in the scene an no other node is also rendering smoke? Indeed, coloring the particle shader red is a good approach to make a difference between the smoke and particles.

Also, try disabling ‘scale opacity by scene units’ in the volumetric shader, in case you have a very large simulator scale.

Cheers!