All posts related to V2
#356141
I'm trying to create some soap bubbles/foam at the top of a liquid for a product shot. It's always been a tough subject to do, but trying right now to do it with Max and Particle flow.

Having some problems getting the particles to render so I'm doing it with geometry baked out of the Pflow - to the tune of about 3000 bubble shapes (shelled spheres with a really thin shell).

These spheres are all clustered together and are interpenetrating - which is a no-no with Maxwell I realize - but I'm less concerned with accurate refraction as I am with getting something that just looks good. This is not a very realistic foam shape (should look more cellular and not interpenetrating) but I don't know a way to get a more realistic matrix of geometry bubbles so this is what I have.

The problem is all that intersecting transparency is incredibly slow to render. Crazy slow (I have a benchmark of 1 :) ) Is there any trick/tricks that might speed this up? (all the tricks i know are dependent on biased rendering options).

Thanks for any tips.
b
#356154
I thought in max there is now a better option with the newest Phoenix FD, which can generate foam without penetrating spheres iirc.

Else you could simulate softbody spheres floating on top of the liquid.

Rendering should then probably need Dispersion;)
#356176
Aniki wrote:I thought in max there is now a better option with the newest Phoenix FD, which can generate foam without penetrating spheres iirc.
Thanks Aniki. Yes, Phoenix does have a pretty cool foam solution, but A) I'm wanting to do this project in Maxwell and I think the foam is Vray/Scanline only - I think it's a rendertime effect (pretty sure) and B) I don't own it - I just did some beta testing with it for a while :)

/b
#356187
Clear version uses additives. It's an imaginary unreal material which passes all the light through while also reflecting some amount of it back. Using it with foam could be risky about exceeding energy.
#356190
Wow this is popular, I'll render a higher res version, then all will be clear, and the reason why the ags spheres are only intersecting the surface of the white sss foam object is too save my gfx card :wink: and render time probably.

Forgot to say I hid the spheres from gi.
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