Hello,
I know you are very busy with 2.0 at the moment, Aoktar. I was just wondering if you had ever looked into implementing the Turbulence FD plugin from Jawset with Octane c4d and any possible future support for it?
Regards,
ten
Turbulence FD
Moderators: ChrisHekman, aoktar
I don't think it will be added natively to be honest, I've asked Jawset but not heard back yet.
In the meantime, since it's an interesting idea, I hacked together a method using X-Particles and their Skinner object to fake it in Octane:

Now this is not a production solution but purely an interesting experiment, there might be a way to get better noise curls into the shader and even higher density skinning would help.
cheers,
brasc
In the meantime, since it's an interesting idea, I hacked together a method using X-Particles and their Skinner object to fake it in Octane:

Now this is not a production solution but purely an interesting experiment, there might be a way to get better noise curls into the shader and even higher density skinning would help.
cheers,
brasc
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Not bad result there Brasc, I will have to try that method also.
I love xparticles like my own son but the skinner mesher just brings my system to its knees on anything even remotely complex or when you try and dial in some smoothness. Hoping Mike works his magic on the next version and finds some way to make it perform better (and sim on the gpu would be nice to
)
ten
I love xparticles like my own son but the skinner mesher just brings my system to its knees on anything even remotely complex or when you try and dial in some smoothness. Hoping Mike works his magic on the next version and finds some way to make it perform better (and sim on the gpu would be nice to

ten
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Yeah, like I said, this isn't really a production ready workflow, just a fun experiment! Mike, Steve and Dave are beavering away on it I'm sureten wrote:Not bad result there Brasc, I will have to try that method also.
I love xparticles like my own son but the skinner mesher just brings my system to its knees on anything even remotely complex or when you try and dial in some smoothness. Hoping Mike works his magic on the next version and finds some way to make it perform better (and sim on the gpu would be nice to)
ten

Thanks! It's just straight up Pathtracing, I think I stopped it at about 2500/px. Volume stuff is pretty noise inducing so I can imagine it'd take an age to render a full animation!Weezer wrote:What a cool idea - off to try it out now! BTW, what were your settings for that test image?
cheers,
brasc
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Well it actually doesn't need to be very high settings, just as long as there are enough particles to create a decent approximation of the turbulence sim, which inherently does slow the skinner down a lot, but since I was just testing a single frame it wasn't too bad.
I just used these settings in the Skinner, no smoothing or any special settings:

You can see in a closeup it's not a very glamorous mesh

I think the trick with the Skinner overall is you need to give it lots of information (particles) to work with if you want nice detailed meshes.
I'm sure the speed will get a good boost in the next version, but you can get by with the current one.
cheers,
brasc
I just used these settings in the Skinner, no smoothing or any special settings:

You can see in a closeup it's not a very glamorous mesh


I think the trick with the Skinner overall is you need to give it lots of information (particles) to work with if you want nice detailed meshes.
I'm sure the speed will get a good boost in the next version, but you can get by with the current one.
cheers,
brasc
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Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB
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it looks well and interesting. does it has medium on specular material?
for support on TFD: Currently is not possible. I'll look for future implementations of Octane
for support on TFD: Currently is not possible. I'll look for future implementations of Octane
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks Ahmet,
It's just a Specular material with a Scattering Shader in the Medium Channel, it has a large scale and some absorption to give it the thickness.
I haven't used the volume materials much in Octane so I'm sure someone with more knowledge there would be able to make it look much better.
The base light is just a simple Blackbody Emission material (low Temp for the warmth
)
cheers,
brasc
It's just a Specular material with a Scattering Shader in the Medium Channel, it has a large scale and some absorption to give it the thickness.
I haven't used the volume materials much in Octane so I'm sure someone with more knowledge there would be able to make it look much better.
The base light is just a simple Blackbody Emission material (low Temp for the warmth

cheers,
brasc
Rig#1 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 7900K 4.7GHz | 64GB
Rig#2 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 3930K 4.4GHz | 32GB
Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB
Rig#2 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 3930K 4.4GHz | 32GB
Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB