Materials one could simulate with MPM can range from hydro fluids, rubber to rock solid metals. MPM is short for Material Point Method, it is a grid based system that accelerates the physically accurate simulation of real world material properties. ThinkingParticles Release 7.0 brings to you many bug fixes, workflow enhancements and new features, features like a brand new state of the art MPM Solver. ThinkingParticles 7.0 – Material Point Method
CPU, GPU or both of the devices can be used, leveraging the full potential and rendering power of your Workstation. It is the only renderer offering trueHybrid™ rendering technology, delivering to you the best of both worlds. GPU accelerated NanoVDB functionality, in thinkingParticles, is offered through the use of the fastest and most advanced Unbiased Physically Based Spectral renderer available for 3ds Max: finalRender. However, while NanoVDB really shines on modern high performance GPUs, it does also render remarkably well on modern multicore CPUs. Such processing power is usually found in modern CPUs and GPUs. NanoVDB is a highly optimized subset of OpenVDB, optimized to leverage the power of massive parallel processing units.
NanoVDB & finalRender – Free with thinkingParticles
A full commercial license of finalRender is included for free. Version 7 offers a brand new, state of the art memory handling architecture specifically optimized for modern multi-core systems.įinalRender continues to be an important part of thinkingParticles. thinkingParticles Version 7 is no different, it got a complete engine flush, washing out all the “dirt and grime” of the old times. Your Light Mix recipe can be saved as a file and reloaded, in case you’d like to reuse the same values across multiple shots.ThinkingParticles has reached another Major milestone in its development history! With a plethora of new simulation tools and new features, this release of thinkingParticles is worthy to be named a 7.0 Release!Īs with all things in life, it’s not only about the good looks, -no- it’s more about the inner values which really matter. And you can even send it back to Chaos Cloud to render again.
If you have the scene open locally, you push your changes “To Scene” to update it. Once the EXR is finished, you can load it into the VFB, call up the Light Mix render element, and make your adjustments. One of the easiest ways to do this is to set up your renders as outlined above and render to the Chaos Cloud.
If you want to render several scenes at once and mix the lighting afterwards, it’s no problem. It may not be feasible to do this every time, but it’s helpful when you can.
Keeping your light colors neutral white or gray makes them easier to adjust in the Light Mix. So start out with a render that’s nice and bright and then dim it down to 1%, if that’s the effect you want. That’s because brightening a light source after you render - especially if you turn it up a lot - can show more grain. In Light Mix, it’s cleaner to dim a light than it is to brighten it. Even if you want them to be dim, you can dim them later. Make sure lights are bright enough to easily see their contribution to the scene. One of the best ways is to organize them as you would in real life - by switches or circuit breakers. If you have a lot of lights in your scene, you’ll want to keep them organized by instances, groups or layers. Here are some helpful tips to help you set up your scene and work with Light Mix in V-Ray 5.