Jordan Walsh Posted December 11, 2012 Share Posted December 11, 2012 So im doing some splashy water sims and have generated a few million splash particle as the spray/foam. Whats a good shader setup for this. I kinda want a volume look with self shadowing through it as the splash will be a bit back lit. Im rendering in PBR with a HDRI environment light as I am getting a good surface render for the water from using the mantra surface renderer. I had a look at PQ's "millions of particles" video where he uses the isotropic lighting model but im not getting the best results with that. Any other hints? Thanks! Quote Link to comment Share on other sites More sharing options...
woodenduck Posted December 11, 2012 Share Posted December 11, 2012 It sounds like you should take a look at this - http://www.sidefx.com/index.php?option=com_content&task=view&id=2179&Itemid=132 Scott uses a fairly straightforward setup with a volume cloud shader, which produces some descent results. Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted December 12, 2012 Author Share Posted December 12, 2012 It sounds like you should take a look at this - http://www.sidefx.co...2179&Itemid=132 Scott uses a fairly straightforward setup with a volume cloud shader, which produces some descent results. Ahhh, yes, I forgot to look at that one! Thanks! So I have built the shader as per the video. How can I add extra vex Variables to the shader to export to AOVs? I was exporting a different colour per shader for matting and aso the v for velocity. I tried adding a vex builder node with the same parameter nodes ans my normal mantra shader had but they arent appearing in my AOVs Quote Link to comment Share on other sites More sharing options...
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