Hi,i export normals for splash and foam from realflow and use krakatoa to render them…i am able to get env reflections on the particles but no specular…i tried using the phong shading for particles but they give very flat result…but if i try with a prt volume i do get specular …basically i want specular on splash and foam particles with krakatoa…any help would be great
Obviously, you need valid Normals for your Phong Surface Specular Highlights. If the Normal is missing or is [0,0,0] because RealFlow did not simulate it, nothing will render. I took a Hybrido BIN sequence from the demo scenes of RealFlow 2013 which had Normals saved as [0,0,0] and tested with it.
When I rendered with Isotropic, it obviously looked ok. When I switched to Phong, all particles became black.
In the latest Krakatoa MX v2.3 as well as all other v2.3 versions of Krakatoa for Maya, CINEMA 4D and Stand-alone, the Particle Repopulation option can also be used to produce some Normals out of the LevelSet created when putting the original particles on a grid. My original sim had about 1 million particles. The repopulated version had between 2 and 57 million depending on my settings, but always with Normals. But I really didn’t like the pea-soup look that this produced.
In KMX, the Repopulation option is part of the PRT Cloner modifier.
I posted today an explanation of how it works for the CINEMA 4D Beta testers. While the values might be slightly different, it might help you understand the principles behind the technique. thinkboxsoftware.com/kc4d-repopulation
That being said, I don’t believe RF foam benefits from the Phong shader of Krakatoa which was designed specifically for Surface effects like shiny metal or glass. We have done foam in production using Naiad, VRay and Krakatoa and we simply used the translucent look of the Isotropic shader to get the foam part… And there are a lot of examples online that show that approach.