Phoenix FD 3.0 particle usage with Octane plugin 4.33

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Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby neonZorglub » Fri Apr 28, 2017 1:54 am

neonZorglub Fri Apr 28, 2017 1:54 am
Notes on usage of Phoenix 3.0 particles and volumes :

-An object is used to display a mesh for each particle.

-A new global settings option allow to render all particles from Phoenix : 'Phoenix FD default particle object'
If enabled, an object named 'DefaultParticle_OctPhx' will be created. you can replace it / apply an Octane material to it.
This can be used to have a quick look at the particles, but the use of the new modifier is preferable.

-The new particle modifier allow a more detailed configuration of particle meshes. It appears as 'OctaneParticle (WSM)' in the Modifier list of the phoenix simulator node.
Depending on simulation type and settings, phoenix can create up to 5 types of particles.
To render each type, you need to add an 'OctaneParticle' Modifier for each, and set the 'Group Index' accordingly (eg: from 0 to 4)
Each Modifier can specify an Object to use as a Mesh, using it's name (eg 'Sphere001' )
Those objects must be in the scene, but can be hidden.

You can use the Visibility flag in the modifier stack (the bulb icon) to enable or disable the rendering of each particle type.

-Orientation:
Can be used if the particle mesh is not symmetrical .. like a drop, or a plane.
'Target' modes will rotate the mesh in the direction of a specified node in the scene.
'Target individual' will calculate the rotation for each particle, toward the target.
'Target group' will use the same orientation for all particles of the group, from the simulator to the target.
'Velocity aligned' can be used if phoenix generate velocity information for this group. This will orient the particle following it's velocity.

-Particle Motion Blur:
Works for particles with velocity information (check in Phoenix 'Simulation' Tab, the 'Cache File Content' window show 'Vel' when available)
You also need to enable motion Blur in Kernel settings of Octane Render setup.
The final velocity is affected by 3 settings:
-the 'Motion blur duration' in Octane Kernel settings (default is 1.0)
-the 'Velocity scale' in the particle modifier (default is 1.0)
-the 'Phoenix FD Particle Velocity Scale' in Octane Global Preferences (default is 0.01)

-Volumes modifiers can be used for smoke and liquid simulators.
You can use the Visibility flag in the modifier stack (the bulb icon) to enable or disable the rendering of the volume with octane.
For liquid, it is probably better to not use Octane Volume, and use the phoenix Preview 'Show mesh' option instead.

-When the Octane viewport is active, most changes are applied instantly.
Although in some case, you may need to hit the 'Update render geometry' button.
Also make sure the mesh node and target node have the 'Movable proxy' enabled in their Octane properties if you want to visualize changes in viewport.

Note about Group Index:
The value to use depends on the number of particle types that the simulator actually creates.
You can see this in the Cache File Content text box, in PhoenixFD Simulation tab, in the [PARTICLES] list.
If all types are used, the Group Indexes are: liquid:0, foam:1, splashes:2, mist:3, wetmap:4
When the number is 0, the type is not used.
For example, if foam and wetmap are not used / disabled, we get:
-Liquid: 1249 (Pos,Vel,ID..) <<< Group Index 0
-Foam: 0
-Splashes: 101 (Pos,Vel,..) <<< Group Index 1
-Mist: 87 (Pos,Size,ID) <<< Group Index 2
-Wetmap: 0
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Fri Apr 28, 2017 8:02 am

Goldisart Fri Apr 28, 2017 8:02 am
brief video instructions manual
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Fri Apr 28, 2017 10:29 am

Goldisart Fri Apr 28, 2017 10:29 am
+
you have probably for a monkey with a grenade - perceive - made support and how to work with it ?!?!?!?!
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Elvissuperstar007 » Fri Apr 28, 2017 11:01 am

Elvissuperstar007 Fri Apr 28, 2017 11:01 am
How to use it, overlap the video lesson
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby ThaRaven » Sat Apr 29, 2017 8:13 am

ThaRaven Sat Apr 29, 2017 8:13 am
1. Add Octane Particle WSM to Phoenix container
2. Enable Particles in the PHXSource Object
3. Create a Sphere or any other Object and copy the name into the Octane Particle WSM "Particle Mesh Node Name"
and Render

Looks like this
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Sat Apr 29, 2017 10:09 am

Goldisart Sat Apr 29, 2017 10:09 am
how to paint ?
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Sat Apr 29, 2017 10:40 am

Goldisart Sat Apr 29, 2017 10:40 am
hi again, I did not understand how to activate the work more in detail how to do it ?
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Sat Apr 29, 2017 11:19 am

Goldisart Sat Apr 29, 2017 11:19 am
+ emission ramp not work
2017-04-29_14-19-04.jpg



fume fx VDB
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby Goldisart » Sat Apr 29, 2017 11:26 am

Goldisart Sat Apr 29, 2017 11:26 am
dear programmers - you can at least some minor instructions.... are you doing to yourself - how can we read your thoughts and how we can understand what you explain
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Re: Phoenix FD 3.0 particle usage with Octane plugin 4.33

Postby ThaRaven » Sat Apr 29, 2017 11:32 am

ThaRaven Sat Apr 29, 2017 11:32 am
Hi,

i didnt add any map to the sphere.. just added a octane volume modefier to the Phoenix Object in adition to the Particle object.
Currently rendering a low res sim to see how the motionblur looks on particles.
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