I'm not sure where you would "hide" the missing particles, as when they enter the scene they would motion blur into the point of entry. Sorry I haven't been able to offer a reasonable solution. Foundry are aware of all these issues, hopefully at some point the Modo API will be enhanced so that it makes what you want to do possible. In the meantime, I would suggest splitting your scene 2 scenes - being "moving bits" and "non-moving bits", then export the entire simulation for the moving bits, and just the first scene for the non-moving bits. This may (or may not) save you some time over exporting the entire simulation).Thank you for the quick answer! Mhmm, would it be possible to automatically scan the Pointcache and generate the missing Particles for every Frame? For example they could stay at the origin with zero scale until they are needed. Also your suggestion with the 2 additional Frames sounds better than no MotionBlur at all.
I'm not sure, but I have already done a little investigating to see if this would be possible, and it might be - however assigning a material to the sphere would not be easily within the Modo plugin. An easier option would be to have an ORBX proxy with an Octane Sphere in it, and use that proxy as a particle Replicator Prototype. I would need to experiment to see if this is possible.Is it possible to export just the particles from modo and render them in octane as spheres?
Not sure - I will check the Modo SDK release notes. In general the SDK is enhanced on major Modo releases.Modo 14.1 is released today are there some fixes which enables you to enhance particle rendering?
I tried this, and adding a Geometric Primitive->Sphere connected to a Geometry Out node in an ORBX file successful rendered as a prototype to a particle replicator in Modo. However perhaps you are referring to the Octane Mesh A_SPHERE_* attributes for a different Octane Sphere? I could not find any documentation on this feature. It appears to have been added sometime around Octane 3.00, but rarely used? If you find any info on it, let me know and I can investigate further.I'm not sure, but I have already done a little investigating to see if this would be possible, and it might be - however assigning a material to the sphere would not be easily within the Modo plugin. An easier option would be to have an ORBX proxy with an Octane Sphere in it, and use that proxy as a particle Replicator Prototype. I would need to experiment to see if this is possible.
Octane will render Motion Blur with scatter nodes (ie. particles) if eitherHesekiel2517 wrote:Hey Paul,
i don't think i understand what you mean. My Goal is to render Particles with Motionblur. Your Octane Plugin can do this but not if the particle count is changing. It's possible to export via the save Animation command, but this creates unusable big files. So I'm looking for workarounds.
I also testes Particle Alembic Files from Storm (Granular Solver) and it's possible to load them in Octane Standalone. Octane takes the Particles and renders them as Spheres. This can be used as a Proxy in Modo. So you have Particles with Motionblur in the Modo Plugin.
What i'm asking for is to make this automatic. So that Modo does the Proxy step and bypasses the current limitations.
Also i could not get this to work with modo particles. They simply won't show up in octane if i load a alembic exported with modo. Do you have any idea how this can be solved?
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