the material editor and octane main settings. You will have to create something similiar to volumetric scattering setup. You can even achieve better results.
first of all I am doing it with PhoenixFD 2.1.1 not with fumeFX, but I am pretty sure you can do the same with fumeFX. (for me PhoenixFD is faster and better).
So here is a short description of how to get the fume to work with Octane:
(with phoenixFd latest version only)
1) once you've simulated your fume for a certain number of frames, make sure that SHOW MESH in the preview section of PhoenixFD (main panel) is checked.
1a) - in the octane render settings set KERNEL TYPE to PMC. max depth - from 11 to 16 (are good parameters). exploration strength - 0.3.
caustic blur 0 (put whatever you want actually, but I would advice 0 for faster renderings). direct light imp - 1,0. maxrejects - 100.
parallelism - 4.
2) Go to the material editor and create a specular material. Assign it to your fume (MESH) set reflection to 100% black and transmission to 100% white. index to 1,0. check on fake shadows and finally click on medium and chose scattering.
3) Once the scattering tab appears, set it to texture mode and choose MIX TEXTURE
4) in the mix texture tab set the amount to 0,5. texture 1 should be TURBULENCE TEXTURE and texture 2 should be RGBSpectrum texture.
5) in turbulence texture parameters you can leave everything as default (for now)
6) in RGB Spectrum set the color to smthg like Grey or very close to Black (you can also play with it later)
7) now lets go back to Scattering tab. Set absorption to grey (color) or something very close to it and SCALE (the last parameter) may be something higher than zero or even very high parameter. It
depends on what you are getting.
That's all for now. If you have problems, please let me know.
remember that in order to achieve a good result, you have to play with scale, absorption and rgb color parameters in the material editor!
Good luck!
