@Flavius - I'll try to get the answers for you ASAP! :)
Hello there!
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 !
2. 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?
3. 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!
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
Looks what's coming up! (should be in the next Corona daily / Phoenix nightly)
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
3. 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..
1. !!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!
1. !!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!
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.
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.
Hey,
Just a few notes that should help you understand the setup better in case you've not found these in the Phoenix docs.
Phoenix in Max always produces a standard Max mesh in the viewport.
This means that you can do whatever you like with it - turn it into an editable poly, add modifiers, etc - it's just any other geometry, it just changes each frame.
So you can put any kind of displacement modifier on top of it. You just gotta know that the mesh detail in Mesh render mode comes directly from the simulator grid resolution. If you want more detail, you might need to subdivide it additionally.
In Ocean Mesh and Cap Mesh modes Phoenix subdivides the mesh into screen space according to the Ocean Subdivs. Note that 2.5 is a huge value. It means that per each rendered image pixel, you will get 2.5x2.5 -> 6 quads or 12 triangles. This is likely the reason you run out of RAM.
Since the Phoenix mesh is just like any other mesh, you could throw a displacement modifier on top of it without using the Displacement under the Rendering rollout of the Simulator. The difference between the displacement modifier and the built in displacement is that the latter produces the viewport mesh, while the former is calculated at render time. This is why there is no problem even to have both, though I doubt that this would be useful. So you can have a flat Phoenix Mesh or Ocean Mesh, and you can put any displacement modifier on top of it.
Additionally, if you are missing detail in the displacement and you use a Phoenix Ocean Tex, you might need to look at the Ocean Tex option and increase its level of detail.
I hope this helps shed some light on the inner workings of the tools, so you can have better control over what happens. Cheers :)
Regarding the Corona Mask for the foam shader, please see attached. I have put a curves layer, dragged the sliders all down so the difference is visible. It looks like the mask is not covering the foam particles, and even if I adjust the levels of the mask to be in full range there are still gaps.Do you have the "Propagate masks" option enabled for your water material? If not, try setting it to "Always" (see screenshot).
One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?
One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?
Are you feeding your Ocean texture through the 3ds Max Vector Displacement map? I believe this is the only way to make it work correctly.
Happens to the best of us! :)
Please also check out my other post about foam masks (this: https://forum.corona-renderer.com/index.php?topic=28883.msg169893#msg169893)
Uhh... I tried doing something similar and ended up with identical result as with just using Corona Mix. But it would be great if someone could do further tests.
I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:
https://blog.selfshadow.com/publications/blending-in-detail/
https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps
I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:
https://blog.selfshadow.com/publications/blending-in-detail/
https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps
Sorry for offtopic, but could be this (advanced normal map combining methods) implemented in Corona layered material? It looks like all game engines are doing this at more or less sophisticated level and only off-line renderers are stuck with decades old primitive methods.
I also realized that vector displacement does not generate autobump :O
In your example vector displacement isn't even needed. Can you imagine how autobump should look on this render?
Phoenix FD map plugged into vector map seems only to be working with displacement from the material but it doesn't work with the Corona displacement modifier. Can you please check this on your side? Thanks!Sure!
Phoenix FD map plugged into vector map seems only to be working with displacement from the material but it doesn't work with the Corona displacement modifier. Can you please check this on your side? Thanks!Sure!
Does it mean it is working now? :)