I'm just experimenting with emitting particles as objects, but I don't want the emitter to render. I can't find a way for octane not to render that plane.
Any suggestions?
How do I prevent Blender from exporting the emitter object
- greg.thoman
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- greg.thoman
- Posts: 132
- Joined: Thu Apr 08, 2010 7:59 pm
Wouldn't that make all the children particles are transparent also?
AMD Phenom II X6 3.2 || 12 GB DDR3
GTX 480 1.5GB X 3 Liquid Cooled
RaidMax 1000W PSU || Corsair 850W PSU
MSI NF890-G65 Mainboard || Windows 7 64 Bit
GTX 480 1.5GB X 3 Liquid Cooled
RaidMax 1000W PSU || Corsair 850W PSU
MSI NF890-G65 Mainboard || Windows 7 64 Bit
- greg.thoman
- Posts: 132
- Joined: Thu Apr 08, 2010 7:59 pm
Unfortunately, no. the emitter has to be where I am introducing particles to the screen, which happens to be right in the center. bummer.
AMD Phenom II X6 3.2 || 12 GB DDR3
GTX 480 1.5GB X 3 Liquid Cooled
RaidMax 1000W PSU || Corsair 850W PSU
MSI NF890-G65 Mainboard || Windows 7 64 Bit
GTX 480 1.5GB X 3 Liquid Cooled
RaidMax 1000W PSU || Corsair 850W PSU
MSI NF890-G65 Mainboard || Windows 7 64 Bit
You can assign different materials to your emitter and your particles. Unfortunately, making an object completely transparent seems to cause Octane to randomly reassign my visible materials the next time I reopen the scene. I was able to remove an emitter from a boids simulation by baking the particles and then deleting the geometry of the emitter in edit mode. However, this doesn't seem to work with other (non-boids) particles. Deleting the geometry -even after baking- repositions the particles.
Windows 8.1 64, 32GB, i7-4770K, MSI GTX 770 4GB