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Ozren
08-13-2005, 03:54 PM
Hello,

I have created a wather splash with Maya particles, it looks ok, FG and lights working just fine, but i cant get them to look like wather, so i decided to use L-glass shader on them, but i just get gray shaded object, no transparency, reflectivity or anything else. Does anyone know how to make it work? Or how to use any other shader on maya bloby particles to get a nice wather effect?

thx.

Ozren
08-13-2005, 03:57 PM
This is what i get :

Ozren
08-13-2005, 05:06 PM
ok i solved it.

You have to check "visible in reflections" and "visible in refractions" options on bloby particles. that will give you a good looking render with alot of black spots, black spots are resolved with sampling override under particle options.

Ozren
08-14-2005, 01:14 PM
Ok this what i got, but the problem is when i turn caustics on, the bounding box of particles becomes visible. (Not visible in attached picture)Does anyone know how to solve the problem so Mray doesent render the bounding box? Anyone? Or even, it is possible to turn particles into geometry, that would solve the problem?

aL_
08-14-2005, 01:42 PM
try assigning a transmat shader to the bounding box.. that should work :) if it doesnt then i dont know :/

Ozren
08-14-2005, 01:54 PM
Hello,

Oki, but i need help selecting only a bounding box...

Tho, i assigned the transmat to the particles just for a test, and i still see the bounding box generated by caustics.

Any other ideas why Mray renders bounding box around particles when caustics are on.

I just noticed that FG also renders bounding box, it is visible in FG calculation process, but after FG calculation bounding box in not visible anymore.

Ozren
08-15-2005, 02:06 PM
Anyone?

Why is particle bounding box visible when rendering caustics? I tryed everything, i read the whole manual and I just cant solve the problem...

Chris Bacon
08-15-2005, 03:13 PM
hi

just wondering whats the best conbernation of partical radius and threshold when using blooby surfaces to prouce a water look

anthonymcgrath
08-15-2005, 04:03 PM
ozren - post a pic up mate


vivec - I'd use heeeeapppps of tiny small fluid particles to get a water look

Ozren
08-15-2005, 04:44 PM
For liquid effects i use small radius, around 1.7 treshold and around 20000 particles. Its just a trial and error thing.

Picture is attached. There should be no caustics on that picture, or very little caustics, but as in picture, caustics are generated around and in bounding box of particles. I realy dont know why. So how to render particles with caustics, i cant find an answer in manual or google.

anthonymcgrath
08-15-2005, 04:51 PM
only thing I can think of is to up the trace depth/ trace reflection and trace refraction in your FG render globals? i'm prob totally wrong but its worth a shot?

Ozren
08-15-2005, 04:56 PM
anthonymcgrath : I tryed it, up to 200,200,400...but no go...

You can try it, just make some particles, simple ones and make a light with caustics...render...

anthonymcgrath
08-15-2005, 05:18 PM
I've played with fluids all of 1 times and that was the 5minutes I've just spent trying it out - see what you mean about the bounding box stuff - strange but its gotta be fixable - maybe it needs some kind of transmat mr shader on the bounding box but I dont really have the answers :(

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