Phoenix FD 3.0 particle usage with Octane plugin 4.33

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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby paride4331 » Mon Jun 12, 2017 1:06 pm

paride4331 Mon Jun 12, 2017 1:06 pm
Hi darkline,
I'm not sure I understand your meaning,
you have to select the PhoenixFDliquid object (wire box around your liquid)
and apply an Octane material to it.
Regards
Paride
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby coilbook » Mon Jun 12, 2017 2:50 pm

coilbook Mon Jun 12, 2017 2:50 pm
Unfortunately wet maps in octane rendered as mesh and not as texture. Hopefully you guys can make wetmaps particles to render as black and white mask texture. Currently it is useless because I don't need mesh like spheres to be all over the objects as wetmap.
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby darkline » Wed Jun 14, 2017 4:53 pm

darkline Wed Jun 14, 2017 4:53 pm
Hi Paride,

Perhaps I didnt explain fully. What you described adds a material to the liquid, fine. However in the dynamics rollout there is an option for 'wetting'. This creates particles where the liquid touches other objects and sticks to it, causing a coating to appear like throwing paint down a wall, it would 'smear' as the paint drips and stains the wall. Is there no way to apply a material to this phoenix feature as octane doesn't seem to render the wetting particles?

right now, the liquid just rolls down the wall which does not look realistic as it does not leave a trail behind it which is what the 'wetting' feature does.
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby paride4331 » Thu Jun 15, 2017 11:36 am

paride4331 Thu Jun 15, 2017 11:36 am
Hi darkline,
I will ask developers about that.
I will keep you informed
Regards
Paride
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby coilbook » Wed Aug 02, 2017 6:51 pm

coilbook Wed Aug 02, 2017 6:51 pm
i dont see this anywhere in phoenix "the 'Cache File Content' window show 'Vel' when available)"
does anyone know how to find it thank you
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby visionmaster2 » Wed Aug 09, 2017 1:56 pm

visionmaster2 Wed Aug 09, 2017 1:56 pm
Could someone share a simple smoke file, please ? i really dont understand what i am doing wrong.
Just a simple smoke preset scene with a shader will be perfect. i do not need the cache file.

thank you

M.°
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby paride4331 » Fri Aug 11, 2017 1:09 pm

paride4331 Fri Aug 11, 2017 1:09 pm
Hi visionmaster2,
attached a sample file.
There is not a correct adaptable preset to every circumstances, you should set it as well.
https://docs.otoy.com/3DSMaxH/3DSMaxPluginManual.htm#3DSMax/VolumeMedium.htm?Highlight=scatter
Regards
Paride
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby visionmaster2 » Fri Aug 11, 2017 6:50 pm

visionmaster2 Fri Aug 11, 2017 6:50 pm
Thank you Paride4331 !!
it's working great !
Now, I need to understand what i was doing wrong.
thank you :)
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby visionmaster2 » Fri Aug 11, 2017 7:07 pm

visionmaster2 Fri Aug 11, 2017 7:07 pm
ok, found it.... i was using the volume medium. :roll:
thank you.
i
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Notiusweb » Sat Aug 12, 2017 2:42 pm

Notiusweb Sat Aug 12, 2017 2:42 pm
Hello!
I am using Max 2018, latest stable build plugin 3.06.4 - 4.39, latest Phoenix build.
Just asking for some guidance, I am sure I am missing something, like a scatter map or something. (or might it be a bug?...)

In PhoenixFD fire object preset, on the default VRAY max render getting just the ball and fire emission, but on Octane getting the volume radiating/filling the whole container 'box'.
Any thoughts how to reduce that / purposefully create that, tried tweaking different things couldn't get the box to go away without reducing the intensity of the whole thing (primitive sphere and flame).
If I set Emission scale to 1.0, it is just a white volume box, and the more I lower it all uniformly fades to 0. The volume container is always visibly present.
Volume Container.jpg



Contrast that to this cloud one, the box isn't filled with a grey haze, just the actual volume shape. It must be a power setting somewhere, but don't know.

Volume Container.2.jpg


Thx and Regards!
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