Phoenix FD River 3Ds Max Tutorial Simulation And Setup The Rendering

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Phoenix FD River 3Ds Max Tutorial the first part of a Phoenix FD river tutorial. In this chapter I’ll create the simulation and setup the rendering. I’ll export render elements that will be used in the second part of the tutorial to composite the final image in Nuke. This will be the video that I’ll be recreating:

Phoenix FD River 3Ds Max Tutorial Phoenix FD River 3Ds Max Tutorial Simulation And Setup The Rendering Phoenix FD River 3Ds Max Tutorial Simulation And Setup The Rendering

Phoenix FD River 3Ds Max Tutorial Simulation And Setup The Rendering

Phoenix FD River 3Ds Max Tutorial

That’s the second chapter of the Phoenix FD river tutorial. Here I’ll create some additional elements (mist and vegetation) that will be used for the compositing.

The mist will be a separate aero simulation based on the water simulation from the first chapter (using splash particles as smoke emitters).

The vegetation will be just a geometry scattered with the “Object Paint” tool in 3ds max.

Finally I’ll take the multichannel exr from the first chapter, divide it in render elements and then put it back together. I’ll also use the MultiMatte render elements to setup some masks that will come in handy. And then I’ll add the additional elements that I created in this chapter.

Phoenix FD River 3Ds Max Tutorial Here I wanted to create a setup where I can change, boost, play with colors of every element in post (meaning stones, riverbed, grass, foam).

I also wanted to use the “Affect all channels” option in the water shader together with a MultiMatte render element. That outputs masks containing the refraction of the water, which is awesome for compositing (changing the color of the stones for example regardless if they are above or under the water). So I used several other render elements that i then split in Nuke, made some CC and then combined them back together to get the final image.

Another cool thing is the aero sim of the mist. That was achieved by using the foam particles as smoke emitters in another simulator. Then i just made all objects matte, rendered the smoke, and simply comped it over the other elements.

And some statistics:
Sim time: ~2min per frame
Render time: ~ 12min per frame

CPU: Intel Xeon E5-2670 v2 @ 2.50GHz
RAM: 32GB