Nice day here^^
Rendering tons of particles have been such a hot topic in the visual effects industry, To my knowledge, I know the rendering is mainly based off tons of particles simulation whether via layered simulation(like delayed load in houdini or krakatoa in 3ds Max) or via run time particles interpolation based on somewhat low-res particle simulation(e.g. using renderman DSO), like the foam ball and splash effects in the film surf up and sandman in Spiderman.
-As tons of particles finally define the volume so I am wondering if it is possible to render the following splash volume directly via some volume shader(maybe pyro shader) from somewhat small amount of particles simulation ?
-And anyone knows about “modular shading strategy” in the digital water shading in the film Avatar ? I only came across this concept in the abstract of the talk in siggraph 2010.
Any ideas would be appreciate.
Kind regards.


