Get the newest nightly build of Phoenix FD (6.4.2020 or newer)* - How to get Nightly Builds - Phoenix :: General - Chaos Forum
*Older versions of Phoenix FD are supported too, but may not work correctly with Corona’s interactive rendering (glitches, freezing, crashes), and may not contain some other bugfixes.
Load an existing Phoenix FD simulation or create a new one - Phoenix for 3ds Max
Make sure that Foam and Splashes are enabled in the Phoenix FD object and start the simulation (or resimulation) - Phoenix for 3ds Max
Apply any material to your liquid mesh (preferably some kind of liquid )
Optionally: adjust the settings of your Foam and Splashes particle shader objects
Optionally: enable motion blur in your Corona Camera - it’s supported for both the liquid mesh and foam/splashes!
I am reposting my tests here as well. So glad this has been implemented. I have some questions:
1.The foam and splashes are rendered as an atmoshperic effect and not as geometry,right? If so, is it possible to have a element with that? Like V-ray has “V-ray Atmospheric” ? I would like to have all the foam particles in a separate element, that would be very helpful !
Is there anyway to get motion vectors out of it? Or is that possible only if the foam particles are rendered as geometry (which I know it is available in Vray) ? Any ideas how I can add motion blur in Fusion, but ONLY to the foam?
The displacement used in Phoenix Simulator… Is that being handled differently by Phoenix and not by Corona? I am asking this because Corona’s displacement is far superior(literally cutting edge quality ). If I apply the same Phoenix FD ocean tex map to a simple plane with corona displacement and the exact same map to the Phoenix FD ocean mesh simulator, the phoenix one looks really bad. And even if I increase the ocean subdivision it takes ages to calculate and it still looks bad. EDIT: Even if I disable displacement from the Common Tab from 3dsmax own render setup, Phoenix still renders the displacement. This I assume has something to do with Phoenix devs..but it worth trying …if Corona could handle that displacement as it’s the best in class. Ever..
Thanks a lot! And congrats for the awesome job you guys are doing!
ad 1) The foam is rendered as geometry, we don’t have anything like the V-ray atmospheric effects. But we can add some render element that contains only directly seen foam.
ad 2) Except for the points mode, where motion blur is handled directly by Phoenix FD, we handle motion blur ourselves the same way as the rest of the geometry. So velocity element should work (unless it is somehow broken for foam, we will check this).
ad 3) Displacement of the volumetric media and liquid is handled by Phoenix. We get the already displaced mesh/volume. Not sure if some improvement would be possible here, but we can look into it.
!!Outstanding!! A Render element to contain only directly seen foam would be really really nice! This would help a lot compositing jobs and fine tuning the look!
Ok, so the checkbox in Phoenix Foam - Render as geometry (vray only) is basically ON by default in Corona. Good to know, then motion vectors should be fine then. I will test this soon.
I am testing this right now and I can say that Phoenix displacement is incredibly slow and it eats HUGE amounts of RAM. So if Corona could handle this, hats off to you all!
Hello!
some things I am discovering and hopefully will be implemented
1.I have noticed that the cutter geometry function from the Foam Shader is not working with Corona at the moment. I think it is a very usefull option. Will you guys implement this? I really hope so
2.“We do not support separate environment map for PhoenixFD Foam. Particles will use the same environment map(s) as the rest of the scene geometry.” This one as well pretty please? - EDIT: I found a workaround this so probably not so important
@Flavius - weird, but I am getting opposite results to yours. The large plane below is using Phoenix displacement, and the smaller plane above is using Corona Displacement. You can check out the scene and rendering here.
Could you send me a similar scene, where you are getting the reverse results?
Bellissimo, ho provato ma non riesco a fare della bella schiuma e ci vuole tanto tempo per calcolarlo, qualcuno potrebbe darmi qualche info per renderlo più veloce grazie[/img]
all this is very nice but it would be possible to have parameters to have a good foam and without having a lot of calculation time and with a good resolution, someone could help, thanks
We will see if some improvements can be done here, but can’t promise anything at this point.
Possible workarounds:
Disable the native Phoenix object displacement. Then connect the displacement map to the material which is applied to your Phoenix object.
Disable the native Phoenix object displacement. Then put the Corona Displacement Modifier on top of your Phoenix object and plug your displacement map there.
I tried this, and honestly did not see much improvement in quality/pre-rendering time, but maybe it is worth trying? Also, this way you let Corona handle the displacement, with autobump.
Update: just adding a CMasking_Mask render element and picking the Particle Shader object seems to work fine. Please test this and let us know here if something seems to be missing.
Hi there, sorry I was busy with *actual work *. I will get back to you, I remember trying this initially but there were some issues with above/under water. I will double check, and will get back, hopefully I find some time this week.
Yep, I remembered correctly, the C_Masking element doesn’t work properly I think. Please see attached. It seems like the masking element ignores the size of the particles and only "reads’ the dots…I don’t know how to say it. I have specific size values in the Foam and Splash shaders and probably is not taking those into account?
Another thing, and this really is important. The Cutter geometry in the shader rollout is not working with Corona. It ignores it completely. Is this difficult to implement?
As I mentioned in the email, this doesn’t because the geometry is very “turbulent” at the back part of the sihp and it messes up the ship’s wake as well. Another HUGE problem is thar Phoenix goes out of RAM(I have 64 GB) even with ocean subdivisions to 2.5 and off screen margin to only 20. I cannot render over 1600 px height. Corona displacement has no issues AT ALL with this. I know this is a Phoenix problem but that is why I am trying to get Corona to handle the displacement…Also the time to parse the scene is insane with Phoenix. You can try it out, with the a simulation frame loaded ( I think I’ve sent that with the scene, if not please let me know and I will send it.) I can also record the screen to show the problem or? I don’t know, I’m getting desperate here