Phoenix FD 3.0 particle usage with Octane plugin 4.33

Forums: Phoenix FD 3.0 particle usage with Octane plugin 4.33
3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here viewforum.php?f=18

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby nildoe » Sun Apr 30, 2017 9:25 am

nildoe Sun Apr 30, 2017 9:25 am
Neonzorglub did a very good job in implementing PHX support, but IMO it wouldnt hurt to show how to effectively use it...Im sharing some screencaps to show how to render particles with different shaders..hope this helps others (I had a hard understanding his explanation on the other post).
Attachments
web.rar
some steps on how to render particles from PHX
(2.2 MiB) Downloaded 273 times
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
User avatar
nildoe
Licensed Customer
Licensed Customer
 
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby neonZorglub » Sun Apr 30, 2017 10:55 pm

neonZorglub Sun Apr 30, 2017 10:55 pm
Hi,
Here is a quick step by step tutorial to illustrate the basic usage of liquid simulation with particles:

Create a Teapot, keep it selected
in Phoenix toolbar, click Setup a Waterfall sim
In PhoenixFDLiquid001 modifier: Grid : Total cells : Decrease to less than 2 millions (FD Demo...)
Change max time line to 10 frames
FD Start simulation

WaterfallTeapot01.png


Note for this case in phoenix modifier Simulation tab that [PARTICLES] uses 3 types -Liquid, -Splashes, -Mist
: we will need 3 meshes and octane Particle modifiers
Set Octane as renderer [octane kernel: set 500 'Max. samples'], set some background color in Environment
Create 3 objects : Sphere001, [change to lower poly .. eg 12 segments], Box001, Pyramid001
Create and assign 3 octane materials to those 3 objects
WaterfallTeapot03.png


Add 3 Octane Particle (WSM) modifiers to PhoenixFDLiquid001, with
type 'Sphere001' to 'Particle mesh node name' , set Group index 0 for the first,
'Box001' to 'Particle mesh node name' , set Group index 1 for the second,
'Pyramid001' to 'Particle mesh node name' , set Group index 2 for the 3rd

WaterfallTeapot02.png


WaterfallTeapot04.png


WaterfallTeapot05.png


WaterfallTeapot06.png


Keeping timeline on the 10th frame, open octane viewport for a first render

WaterfallTeapot07.png


See that Sphere001 is too big : set 'Mesh scale' to 0.3
and Pyramid001 too small : set scale to 4.0

WaterfallTeapot08.png


To view the simulated liquid from the grid as a mesh, go to 'Preview' tab of PhoenixFDLiquid001 modifier,
and turn on 'Show Mesh'.
and create and assign an octane material to the 'PhoenixFDLiquid001' object.

WaterfallTeapot09.png


WaterfallTeapot10.png


You can now turn off 'Visible to camera' for the 3 objects, re-set a 100 frames timeline and re run the simulation, etc..

I hope this will help you getting started, and I'm sure you'll get better looking particles than mines :)

Edit: Thanks nildoe; your tutorial might be more clear and simple than mine,
So please, have a look first to nildoe's post; I guess more samples doesn't hurt..
neonZorglub
OctaneRender Team
OctaneRender Team
 
Posts: 892
Joined: Sun Jul 31, 2016 10:08 pm

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby nildoe » Mon May 01, 2017 1:24 pm

nildoe Mon May 01, 2017 1:24 pm
Hi, my pleasure Neon...

Would it be possible to setup a quick tutorial showing rendering of Fire and smoke and how to effectively play with volume medium to get different colors of the fire for example? I was able to find a way to get it to work but im pretty sure there's an easy way to get fire and smoke to render.
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
User avatar
nildoe
Licensed Customer
Licensed Customer
 
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby coilbook » Mon May 01, 2017 9:59 pm

coilbook Mon May 01, 2017 9:59 pm
1. it shows octane particles. Hopefully it will be possible to have foam and mist in the future?

2. When adjusting fire/smoke do you adjust only volume medium texture settings or also Absorp scale, emission scale, scatter scale or those should be left at 1 What does it mean SCALE how dense things are?


Thank you !







I wish otoy would release a nice youtube tutorial about the best way ti set up fire textures etc
Attachments
settings.jpg
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2984
Joined: Mon Mar 24, 2014 2:27 pm

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby nildoe » Tue May 02, 2017 4:03 am

nildoe Tue May 02, 2017 4:03 am
Coilbook i think u can already render foam and mist with 4.33...i see u r still using 4.32?!

Regarding fire i too still have this doubt...do I control it with vol medium or volume's parameters.. so far its been a mix of both
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
User avatar
nildoe
Licensed Customer
Licensed Customer
 
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Tue May 02, 2017 9:57 am

Goldisart Tue May 02, 2017 9:57 am
thank you very much continue with the study



it took no more than half an hour (1.30) (90 min) !!!! excellent result :D
User avatar
Goldisart
Licensed Customer
Licensed Customer
 
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby paride4331 » Tue May 02, 2017 3:09 pm

paride4331 Tue May 02, 2017 3:09 pm
Hi all,
a simple memo visual how-to with Phoenix Fd and particles.
https://render.otoy.com/forum/viewtopic.php?f=51&t=61064
In the coming days I will try to add more.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
paride4331
Octane Guru
Octane Guru
 
Posts: 3686
Joined: Fri Sep 18, 2015 7:19 am

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby coilbook » Tue May 02, 2017 6:05 pm

coilbook Tue May 02, 2017 6:05 pm
nildoe wrote:Neonzorglub did a very good job in implementing PHX support, but IMO it wouldnt hurt to show how to effectively use it...Im sharing some screencaps to show how to render particles with different shaders..hope this helps others (I had a hard understanding his explanation on the other post).


thank you

And what do you think about the best shader for foam?

anyway to achieve like this vray bubble shader
Attachments
bubbles.jpg
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2984
Joined: Mon Mar 24, 2014 2:27 pm

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby nildoe » Tue May 02, 2017 6:22 pm

nildoe Tue May 02, 2017 6:22 pm
I havent tried it yet...but i wpuld think that something whiteish would be fine...judging by my tests in the video of river simulation i did that you can see in the gallery wip section..granted its not octane rendered foam..it was scanline..but i would try and go more or less tje same route...
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!

MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
User avatar
nildoe
Licensed Customer
Licensed Customer
 
Posts: 464
Joined: Wed Sep 14, 2011 9:03 am
Location: Maputo-Mozambique

Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby coilbook » Tue May 02, 2017 6:45 pm

coilbook Tue May 02, 2017 6:45 pm
nildoe wrote:I havent tried it yet...but i wpuld think that something whiteish would be fine...judging by my tests in the video of river simulation i did that you can see in the gallery wip section..granted its not octane rendered foam..it was scanline..but i would try and go more or less tje same route...



thanks looks like it must be solid color. using falloff makes renderer very very slow
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2984
Joined: Mon Mar 24, 2014 2:27 pm
PreviousNext

Return to Autodesk 3Ds Max


Who is online

Users browsing this forum: No registered users and 4 guests

Thu Mar 28, 2024 5:53 pm [ UTC ]