Dears, i've some problems to visualize emitted particles from an XPemitter.
I'm doing the tutorial "X-Particles & Octane in Cinema 4D Overview" and even if I check the “enable particle engine” in octane, nothing appened...if I use, instead of an XPemitter, an XPgenerator with a geometry inside, it works.
I'm a novice of XParticles so maybe I'm missing something fundamental !?!
Here two screenshoot
Ok thank you
I upgraded both versions of C4d and octane, now i see particles, but i don't see colors. I,m using for example a mix material with two rgbspectrum applied to the emitter but nothing changes in my octane viewer.
I'm still using as reference the tutorial https://vimeo.com/124982906, at 17:01 colors changes, in my scene not. I post here a picture:
Ahmet,
I think there might be a bug - as I cannot get Octane materials to work with XP with the latest stable release. I've downloaded the sample scenes and here is the same issue. No materials showing up in LV or Picture Viewer.
Using Mac OS 10.5, XP 3.5, Octane 2.24.2 R1.2, R17.048
joeycamacho wrote:Ahmet,
I think there might be a bug - as I cannot get Octane materials to work with XP with the latest stable release. I've downloaded the sample scenes and here is the same issue. No materials showing up in LV or Picture Viewer.
Using Mac OS 10.5, XP 3.5, Octane 2.24.2 R1.2, R17.048
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I have been messed also confused since v2->v3 period. But i remember that's loaded to Object tag's object slot as in image anymore. I may bring old behaviour again but don't know yet. I suppose this way is better and allows more flexibility. I'm planning to work on XP for better integration if we can get extra features in SDK soon.
I was just using the same tutorial and have gotten the particle rendering tag to work in the object manager.
However, is there a way to keep the scale randomized for the spheres? Or, because I'm feeding it a sphere object, am I stuck with all the particles being the same size now? My emitter is calculating dynamics based on randomly sized spheres, but octane seems to be rendering uniformly scaled spheres in their place.
Just wondering if there is a way to preserve the scale of the emitted particles instead of having uniform spheres.
mrwig wrote:I was just using the same tutorial and have gotten the particle rendering tag to work in the object manager.
However, is there a way to keep the scale randomized for the spheres? Or, because I'm feeding it a sphere object, am I stuck with all the particles being the same size now? My emitter is calculating dynamics based on randomly sized spheres, but octane seems to be rendering uniformly scaled spheres in their place.
Just wondering if there is a way to preserve the scale of the emitted particles instead of having uniform spheres.
It takes the scaling factor from per particle data.
Studiolocal wrote:will there ever be a way for Octane to receive the emit per texture channel function ? I have attached a scene for you. Thanks
Problem is about lack of assignment of custom colors on render instances. Because particle engine use that(render instances) and currently no way. That's the reason why i couldn't improved the engine more. I'm waiting for new possibilities, perhaps with OSL implementation on V3.