Hello everyone,
I would like to know if there is a way to transfer the color information from X-Particles to Octane.
I don't think in previous versions of X-particles you could pass the color information into the XPGenerator,
but on latest update you can use the mograph color shader to feed the particle color on generated geometry.
Tried with Advanced Render and works great.
Is there a work around or will be possible in the near future to achieve the same?
Thanks!
X-particles color from particles
Moderators: ChrisHekman, aoktar
I'm also looking for a solution to take the color information from X-particles. Would love to use their speed to color them. Just found somewhere, that the RefShader could be the way to go and I'm experimenting right now, but no luck so far.
User defined colors over render instances is not possible. Only hacked way is to use mograph color with non-render instances. It work on true geo instances. We're looking forward for a new way.
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
We're trying to achieve something similar to our older work: Ocean, but now we need to do it in Octane
We're using X-particles. We want to change the color of particle, hair-rendered trails or geometry generated particles in accordance with particle speed. Does anyone have any idea how to do it or any workaround?

can you connect mograph colors to xp thing? MG colors work on true geometry not render instances.
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
Aoktar could you be so kind to tell me how to connect mograph colors to xp, lets say speed parameter or life and bring it back to octane render over particles in liveviwer. Thx.aoktar wrote:can you connect mograph colors to xp thing? MG colors work on true geometry not render instances.
My experiments with connecting XP colors via XPresso to Octane all ended in crashes.
If you need to render such a very specific thing maybe you should use Cycles? There is a webinar that shows exactly what you are asking for.
If you need to render such a very specific thing maybe you should use Cycles? There is a webinar that shows exactly what you are asking for.
C4D 2025 | Win10
If you use particle rendering by object tag that's ending as an render instance in Octane core side. And render instances has not yet any option to do this. MG colors is using completely different way and ended up by different type of geometry in Octane core side.Proxell wrote:Aoktar could you be so kind to tell me how to connect mograph colors to xp, lets say speed parameter or life and bring it back to octane render over particles in liveviwer. Thx.aoktar wrote:can you connect mograph colors to xp thing? MG colors work on true geometry not render instances.
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
- bluerockrendering
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I am not sure if you found a solution to this yet seeing as the post is almost a year old. But I was able to achieve what you are asking, I think. I set the particle color under the emitter (set to gradient and speed). I then created an octane shader and put an instance color node on its and used particle as the source and the emitter as the Color Source. So now the color changes with the speed and it is represented accurately in Octane.