jobigoud wrote:- Each extra attribute like particle color is to be stored in a different map.
- The values in the map are indexed by instance id/particle, first pixel is for the first instance, etc.
- There must be one version of the map for each frame of animation.
- The instances must have an ID that makes them relate to the behavior of a specific particle over time.
At the moment the instances in your alembic export don't have IDs (also for some reason each instance is in its own dedicated scatter node).
If you have c4d you can check ... there are examples of transferring particles attributes to instances and there is a link to c4d scenes.
Thanks again for taking the time to help jobigoud !
Yes indeed the only way to make this work in standalone is by using the instance color node, loading a per frame custom maps.
I succesfully make this works by exporting a .csv particles sequence and instancing a reference geo with the scatter node. The problem i have with this technic is that :
- i can only scatter one reference object on the point cloud
- i can't have motion blur
I then do some research with alembic to bypass those restriction. Alembic did solve the motion blur problem, as octane understand @velocity on points.
But i am still stuck with colors. You suggest that there might be a way to make the instance color node work also with alembic instance ? for the moment i fail to make it work with abc.
So i might have miss some important info there ?
for ex i have 10 points with random colors and 2 ref object. if i create an attribute ID with integer value 0 for object A and 1 for object B, and if i also create an attribute ID on my points with a value between 0 and 1 to define which object to instance, octane will be able to understand this ? and be able able to match the instance color node , to the coressponding object ?
I know it works in C4D and Houdini, i don't use C4D, but juanjo solve for houdini is working fine, but i prefer to assemble my scene in standalone to be able to render on the cloud.
That would be great if this could work natively. Again it's a really useful feature for houdini guys, an other guy just ask for this yesterday on the houdini forum:
viewtopic.php?f=102&t=76929&start=10#p396414Cheers
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