TurbulenceFD
Moderators: ChrisHekman, aoktar
no words yet.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I honestly don't expect this. Octane renders geometry.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
This sounds like something Octane would pull off but it's a rather pricey solution.
http://lesterbanks.com/2014/01/driving- ... -fluids-2/
http://lesterbanks.com/2014/01/driving- ... -fluids-2/
Win 8.1 / C4D R16 / Maya '16 / 5x GTX 980 Ti
Hi!
Aoktar, is turbulenceFD support possible, or even being talked about at all?
Thanks!
Aoktar, is turbulenceFD support possible, or even being talked about at all?
Thanks!
Downtown Visuals - Architectural visualization. www.downtownvisuals.com
Like gordonrobb says, it's pretty much impossible today for a GPU renderer to render something that's not geometry. This discussion was had back in 2012, and I don't think things have changed.
If you want a faster TFD render you should get Krakatoa for C4D plugin and render using it. Smoke works great with it, not sure about fire though...
More important question is, does anyone know how to perfectly match the camera (motion blur) settings of octane to c4d's physical renderer?
Cause to get a proper TFD pass for compositing, we need to keep the objects that are in the scene, obscuring or partially obscuring the smoke/fire. So later when we combine the two the smoke/fire won't just be completely on top of the image, but going through objects as it should (partially hidden behind objects that should be in front of it, or in the middle of it).
The best solution would be to ask TFD and OTOY teams to add deep compositing option, then there would be no problem whatsoever to composite the two.
If you want a faster TFD render you should get Krakatoa for C4D plugin and render using it. Smoke works great with it, not sure about fire though...
More important question is, does anyone know how to perfectly match the camera (motion blur) settings of octane to c4d's physical renderer?
Cause to get a proper TFD pass for compositing, we need to keep the objects that are in the scene, obscuring or partially obscuring the smoke/fire. So later when we combine the two the smoke/fire won't just be completely on top of the image, but going through objects as it should (partially hidden behind objects that should be in front of it, or in the middle of it).
The best solution would be to ask TFD and OTOY teams to add deep compositing option, then there would be no problem whatsoever to composite the two.
I doon't know where you got your information....but:
https://www.youtube.com/watch?v=dX8KeqYLY10
This is full cuda
https://www.youtube.com/watch?v=dX8KeqYLY10
This is full cuda