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Continuum
04-24-2017, 02:51 PM
I've been trying to render foam on water using hypervoxels, not much luck so far.

This is the best I could do.

https://preview.ibb.co/hNmxbQ/foam_one.jpg (https://ibb.co/gpAOGQ)

However rendering the foam alone looks better. I can't find any videos on this, are there any tutorials? Is this best done on post processing?

https://preview.ibb.co/gTWVwQ/foam_two.jpg (https://ibb.co/foDzqk)

erikals
04-24-2017, 04:13 PM
hm, for some reason the foam looks to be under the watersurface.

try moving the foam in the Y+ or the water in the Y- direction.

alternative, flatten the water a bit using a displacement.

Continuum
04-24-2017, 05:54 PM
The foam sim is far from perfect at the moment. It's supposed to be bubbles and foam. I'm still experimenting. However I wanted to visualise the foam on the top better, so I can check the sim, to make sure it's producing realistic foam. Is there a way to get a Styrofoam look with Hypervoxels?

erikals
04-24-2017, 06:36 PM
soon, 3am over here, so short answer,
but this is not HyperVoxels, but iaian7's node setup could be used somehow?
http://forums.newtek.com/showthread.php?130470-Bath-foam-surface/page2

erikals
04-24-2017, 07:15 PM
did a fast test, so-so result, but might be usable with a few tweaks >


https://www.youtube.com/watch?v=pDLMsu7DGIQ

Continuum
04-25-2017, 02:47 AM
Wow, cool thank you! More than I expected. And the link to the foam shader is also very interesting. I will play with this and see what I can come up with.

erikals
04-25-2017, 05:48 AM
happy to help :)
yes, you should be able to get decent results based on these techniques. :)

prometheus
04-25-2017, 10:07 AM
I donīt think standard surface mode in hypervoxels is what would be best for foam, it will ultimately always yield a volume depth per particles and blobs unless they are additevely blender well, I think it would be better to use sprites and millions of particles for the foam.

erikals
04-25-2017, 10:09 AM
i think the provided example works better, for the right shots.

sprites are flat, so won't look real in many cases.
so for this, i'd rather go with volume.

Continuum
04-25-2017, 10:37 AM
Here's a quick test render of another frame (still using the incorrect foam sim, the foam sinks because buoyancy was not available). Anyway I will return to this when i have better looking foam to play with. I used your settings unmodified, I like the bubble look, but I will need to play more with the settings to get what I want.


I think it would be better to use sprites and millions of particles for the foam.

i tried, couldn't get good results. There's only 200,000 diffuse particles though.

https://preview.ibb.co/kigVVk/foam.jpg (https://ibb.co/bDRxAk)

daforum
04-25-2017, 02:31 PM
Could you combine HVs with Pixie Dust for the finer particles/ spray?

Haven't done it myself but i'm just wondering if it's possible??

prometheus
04-25-2017, 03:33 PM
Could you combine HVs with Pixie Dust for the finer particles/ spray?

Haven't done it myself but i'm just wondering if it's possible??


yes you can...even on the same particles.

http://forums.newtek.com/attachment.php?attachmentid=136629&d=1493155935

prometheus
04-25-2017, 03:35 PM
Also..if tweaking pixie dust with vpr active, you may want to turn on studio live...or else you need to update vpr manually to see the pixie dust tweak, unfortunately things can get sluggy or almost freeze at times with studio live active...I hope they can improve vpr in such way that changes in nodes and like this doesnīt need this activate studio live...itīs just annoying.

Thereīs no such thing as hypertexture if you want to add some noise on that, but you can add a texture in the pixie dust opacity channel and get similar result.

Continuum
08-27-2018, 11:57 AM
Resurrecting an old thread. Finally got some pleasing results for foam, but I ended up ditching hypervoxels. Instead I used very low res spheres, and instancing (around 60,000 particles). I dropped the diffuse shading (standard shader not principled) to around 20% and increased luminosity to around 120%, and 30% transparency.

Still not satisfied though, will slowly improve this method.


https://www.youtube.com/watch?v=tbJDUr3L_O0