In this tutorial you will learn how to make use of RealFlow's “MultiPoint” option to boost the number of particles and render a dense foam cloud. Here, a RealWave scene with an emerging and splashing object will be used, but the workflow is valid for any other particle source.
Please note that custom Custom materials can only be created and edited with the Maxwell Material Manager and you require a valid license of the Maxwell Render Suite. Materials from other applications do not work. Simple image maps from an object's “Texture” → “Texture” panel are not rendered as well.
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The foam shader , that has been used in the rendered images, can be downloaded → here. |
Shading RealWave Surfaces
Select the “RealWave01” node and go to its “Node Params” → “Node Params” panel:
- Maxwell Render > Material > water_ocean
- Display shelf > Fire
What you get is a more-or-less transparent surface – a result that is everything, but ocean-like. To change this we need more contrast and this can be achieved with a simple ground plane:
- Close the “Maxwell Interactive” → “Maxwell Interactive” window.
- Object shelf > Plane
- Scale the plane with R key. Since the RealWave surface is 60 m x 60 m, the The plane should have similar dimensions , e.g. 65 m x 65 mas the RealWave surface.
- Move the plane below the surface with the W key. Please make Make sure that it does not intersect the waves.
- Display shelf > Fire
- Now the water looks realistic and like an open ocean.
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If you want to extend the ocean increase the number of tiles change
- RealWave01 > Node Params > Display > Maxwell Render > Tile 1 | 2
- Extend the ground plane accordingly.
- With larger numbers of tiles you will most probably see repetitions in the wave pattern.
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- Soda Can > Node Params > Maxwell Render > Material > From File
- @ Material File > load your MXM material with the can's texture
Splashes and Foam
Most probably Here, the splash simulation consists of 200,000 - 500400,000 particles. Not too bad, but by far not enough for a good foam render. In Hybrido simulations, for example, we normally have millions of particles. Re-simulating with higher emitter “Resolution” settings is not really an option, but what can be done to boost the number of particles? The answer is the “RWthe “RW_Object_Splash01” emitter's “MultiPoint” option. An option that is available for every particle emitter.
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- The creation of MultiPoint particles is procedural and hence very fast.
- Try to achieve a total number of several millions of particles. In this example, values between 10 and 30 should give a value of 35 gave satisfying results.
- MultiPoint particles are not saved and do not change the cached particle files.
- MultiPoint particles are a good method to boost foam and splashes, but they cannot fix everything.
Finally, add the downloaded (or self-created) “Foam.mxm” material definition to the emitter:
- Maxwell Render > Material > Foam
- Display shelf > Fire
The scene's lighting and render quality is controlled under
- Display shelf > Maxwell Scene Preferences
- Go to “Light”, drag the slider, and click on “Apply” to see you changes in realtime. If you are not happy, simply readjust the time, and renew the preview with “Apply”.
- Image Quality > 100%
- Max Sampling Level > 12 (can be higher as well, but takes more time)
- Engine > Production
- Motion Blur Factor > higher settings create longer streaks
- Once you have found your lighting environmentsettings, click on “OK”.
For a complete render, a few more preparations are needed:
- Display shelf > Camera
- Switch to the camera's view with the 5 key.
- Display shelf > Maxwell Scene Preferences
- Max Sampling Level > 12 (can be higher as well, but takes more time)
- Engine > Production
- Motion Blur Factor > around 1 or 2
- OK
- Display shelf > Maxwell Preview
- The render starts.