The current versions of Octane plugin for 3dsmax have an improved support of tyFlow.
(2020.1_-_10.10 and 2019.1.5_-_8.22, for tyFlow version 0.16084)
That includes:
-Updated tyFlow support: Particle orientation with motion Blur, Material override per particle
-Fixed issues with tyFlow particle motion Blur.
-Added support for tyFlow particle Mesh velocity for motion blur
-Added option in tyFlow Support Tab and global preferences to always set tySplines as movable proxy
-Added option in tyFlow Support and Octane geometry Modifier to use standard particle interface only (allows to render from particle Shape without Mesh operator)
Note that this is for backward compatibility; it is preferable to add a Mesh operator when needed.
-Added option in Octane Properties context menu to display external Object details (tyFlow objects)
Most tyFlow samples can be renderer with Octane directly, or with a few setup steps.
Some require extra steps, as described bellow:
Basically, if there are particles, or actors generated by tyFlow that use the same meshes, you can activate tyFlow particles.
(tyFlow simulator object, Interfaces rollup, Enable particles Interfaces)
This might be enough, check by opening Octane viewport.
If the particles are not rendered, open Tyflow editor, and make sure there are 'Shape' and / or 'Mesh' operators on the visible elements.
In some cases, the use of particles is not recommended (each particle using a different mesh), or may not be fully supported (UV setting per particle)
You can instead create a tyMesher object, set to the tyFlow object, and set the mode to Imput geometry.
and assign the tyMesher material from the tyFlow object material, if it has one.
Instead of a tyMesher, you can also locate or create a Mesh operator, with 'triangle Mesh' and Render Only unchecked.
When the particles use sprites in the viewport, each group may appear with different colors.
To render with octane, a Shape and Mesh need to be added in the tyFlow editor.
Then, each group can use a different material ID, that can be rendered with a multi material assigned to the tyFlowObject.
(see eg grain/tyFlow_sandCastle_001, and corresponding steps description in the zip file bellow)
Some samples that work without any special settings:
Actors/tyFlow_balloons_001.max
Bindings/tyFlow_freiOtto_001.max
Misc/tyFlow_branchFrost_001.max
Splines/tyFlow_electricArc_001.max
Targets/tyFlow_sliceCube_001_oct.max
Tets/tyFlow_tetTear_001.max
Some samples that work after setting objects as Movable proxy, as usual, to support animation in viewport
Cloth/tyflow_clothTearing_001.max
Splines/tyFlow_splineDisturbance_001.max
Some samples that work after enabling Particles Interface:
grain/tyFlow_pills_001.max
PhysX/tyFlow_centerOfMass_001.max
Scripting/tyFlow_scaleScript_001.max
Some samples that work after enabling Particles Interface, AND adding a Mesh operator:
Actors/tyFlow_bindPoseMatch_001.max
Misc/tyFlow_dancingVoxels_001.max
Some samples that works after creating a tyMesher:
Fracturing/tyFlow_fractureDisplace_001.max
PhysX/tyFlow_recombine_001.max
Note that the tyFlow samples use standard materials, supported by Octane without conversion by default (see Global preferences / Material / On-the-fly material conversion)
Also, as the background is black, make sure to enable 'Replace black background Environment' in Global preferences / Kernel Default before loading a scene.
Some samples are available here:
tutorials_oct02.zip
A description of steps for each tyFlow sample (tyFlow_scenes_014) is available here:
tyFlow_scenes_014_OctaneInfo.zip
Also, the tyFlow benchmark is fully supported using particles, apart from the case of uv mapping override needing the use of a tyMesher :
A support of uv mapping per particle is not directly possible, but similar effect should be archived using a custom osl shader.
Note: previous tyFlow tutorial page was there: viewtopic.php?f=27&t=73516