XP Illimunation Emit?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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aggiechase37
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Posts: 214
Joined: Tue Jan 13, 2015 6:39 am

So I'm pretty adept at controlling the light through octane light's distribution textures, but for the purposes of emitting particles from an object that is illuminated, and having the illuminated area be the particle emitter, I haven't figured out a good way for this to sync up with octane.

Does anyone know any tricks on this? Or maybe can point me to some tuts? I was trying to have a light ray control the particle emission like going over an object surface in the form of a spotlight, but can't quite figure it out. Thanks in advance for any help!
Chase

Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16

http://www.luxemediaproductions.com
aggiechase37
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Posts: 214
Joined: Tue Jan 13, 2015 6:39 am

No one knows the answer?
Chase

Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16

http://www.luxemediaproductions.com
aggiechase37
Licensed Customer
Posts: 214
Joined: Tue Jan 13, 2015 6:39 am

nobody?
Chase

Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16

http://www.luxemediaproductions.com
fatfreemedia
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There are a few ways to do this - off the top of my head you could use a vertex map via the C4D shader system and use that to drive emission in xp, then do "whatever" with that vertex map in Octane.

Another option is to set the particle emission/shader based tricks up in C4D standard then rebuild the actual lighting/shading in Octane and comp the two layers together.

No idea if either of those would work in practice but it's a start, I suppose ¯\_(ツ)_/¯
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