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Old 09-08-2013, 04:49 AM   #1
jhealyvfx's Avatar
Jason Healy
Freelance Artist
Columbus, USA
Join Date: Jul 2011
Posts: 47
Static Fluid Rendering Issues(SOLVED)

I am having problems trying to render an underwater scene with a car and some bubbles. Everything looks all and well until I add the static fluid to make the underwater effect. Whenever I add the fluid volume the color of the car completely disappears and the particles turn completely black. Whenever I try to make the fluid more transparent the entire scene goes black. Am I missing something here?
I have looked at Duncan's example of his bubbles using fluids and everything seems to be right but everything still turns black.
I tried using a fog volume, but it doesn't give the results I am looking for.

UPDATE: there is also no alpha when I render with the fluid.
UPDATE: There was something messed up with the container i was using. Had to install SP2 and remake the container.

Last edited by jhealyvfx : 09-08-2013 at 08:51 PM.
Old 09-08-2013, 01:48 PM   #2
Julián Rojas Millán
Mathematician, Maya Generalist, Unity Technical Artis
Castillomax Oil & Gas
Caracas, Venezuela
Join Date: Apr 2006
Posts: 144

As far as I know, no lens shader have to be attached to the camera in order to render the fluids correctly if you are using mental Ray, but besides that, I just only could recommend to check out this threads

I would highly recommend you to render it in passes and then use those in a compositing package to get the desired effect (I recommend Nukex). It doesn't solve the problem in its core, but it's a solution nonetheless. A depth map should be one of the most important passes regarding your scene.

The same passes reasoning applies to the car and the bubbles (and ramdon particles you might have floating).

Hope it helps.
Old 09-08-2013, 08:52 PM   #3
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Jason Healy
Freelance Artist
Columbus, USA
Join Date: Jul 2011
Posts: 47
Thank you for the reply and help. Those threads will actually come in useful when I am ready render this shot.
Old 09-08-2013, 08:52 PM   #4
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