Jump to content

How to get the realistic foam and spray looking (Hoduini 14 )


Recommended Posts

Hi guys !

Like the title is saying icon_biggrin.gif

I wanna render my foam white water and spray and i couldn't give them a good looking at all !!

I tried to render them as a points but i couldn't xD


I heard that i can render them with volumes but i don't now how !?
I need to know how to render them to make a realistic looking and cenematic scene for my trailer icon_smile.gif

that is i am having now

I am sorry for the exr file icon_sad.gif

PS : it doesn't matter the way (by volumes or as points .... etc )

another PS -_- : i am just a noob so , so sorry for that noob question or stupid requests . I hope u help me , please :'(

Thank U ! Cheers icon_smile.gif

post-11697-0-70576300-1434029113_thumb.j

Link to comment
Share on other sites

I'm usually render foam and spray as "uniform volume" (from the material gallery, apply it to your foam points). Some people will say that this technique lacks the specular aspect of the foam, but I tend to think that this gives me the best results overall. You can play with the intensity and shadow multiplier until you get rid of the dark shadows which makes foam looks really fake. Foam is an scattering heavy material almost opposite to the look of solid points.

 

Hope this will help.

 

Alex 

Link to comment
Share on other sites

When you render with the Uniform Volume shader make sure that you have converted your whitewater to a VDB. It should already by Default but if you changed your file to only render the points maybe your skipping that step?

 

Also in your render settings you may need to increase your Transparent Samples to get a better look when rendering volumes.

Link to comment
Share on other sites

I would disagree with the vdb conversion. Depending on the type of simulation, foam layer will often count more points than the main sim. Converting millions of points to vdb can take a while to process and will take disk space. You can simply replicate more points between you simulated points to get a similar result way faster. I always felt like the vdb conversion was a mistake in the default workflow provided by side fx, but I might be wrong.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...