Hi darkline,
I'm not sure I understand your meaning,
you have to select the PhoenixFDliquid object (wire box around your liquid)
and apply an Octane material to it.
Regards
Paride
Phoenix FD 3.0 particle usage with Octane plugin 4.33
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- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Unfortunately wet maps in octane rendered as mesh and not as texture. Hopefully you guys can make wetmaps particles to render as black and white mask texture. Currently it is useless because I don't need mesh like spheres to be all over the objects as wetmap.
Hi Paride,
Perhaps I didnt explain fully. What you described adds a material to the liquid, fine. However in the dynamics rollout there is an option for 'wetting'. This creates particles where the liquid touches other objects and sticks to it, causing a coating to appear like throwing paint down a wall, it would 'smear' as the paint drips and stains the wall. Is there no way to apply a material to this phoenix feature as octane doesn't seem to render the wetting particles?
right now, the liquid just rolls down the wall which does not look realistic as it does not leave a trail behind it which is what the 'wetting' feature does.
Perhaps I didnt explain fully. What you described adds a material to the liquid, fine. However in the dynamics rollout there is an option for 'wetting'. This creates particles where the liquid touches other objects and sticks to it, causing a coating to appear like throwing paint down a wall, it would 'smear' as the paint drips and stains the wall. Is there no way to apply a material to this phoenix feature as octane doesn't seem to render the wetting particles?
right now, the liquid just rolls down the wall which does not look realistic as it does not leave a trail behind it which is what the 'wetting' feature does.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi darkline,
I will ask developers about that.
I will keep you informed
Regards
Paride
I will ask developers about that.
I will keep you informed
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- visionmaster2
- Posts: 107
- Joined: Wed Apr 10, 2013 12:52 pm
Could someone share a simple smoke file, please ? i really dont understand what i am doing wrong.
Just a simple smoke preset scene with a shader will be perfect. i do not need the cache file.
thank you
M.°
Just a simple smoke preset scene with a shader will be perfect. i do not need the cache file.
thank you
M.°
- paride4331
- Posts: 3821
- Joined: Fri Sep 18, 2015 7:19 am
Hi visionmaster2,
attached a sample file.
There is not a correct adaptable preset to every circumstances, you should set it as well.
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... ht=scatter
Regards
Paride
attached a sample file.
There is not a correct adaptable preset to every circumstances, you should set it as well.
https://docs.otoy.com/3DSMaxH/3DSMaxPlu ... ht=scatter
Regards
Paride
- Attachments
-
- 01c.zip
- (84.44 KiB) Downloaded 210 times
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
- visionmaster2
- Posts: 107
- Joined: Wed Apr 10, 2013 12:52 pm
Thank you Paride4331 !!
it's working great !
Now, I need to understand what i was doing wrong.
thank you
it's working great !
Now, I need to understand what i was doing wrong.
thank you

- visionmaster2
- Posts: 107
- Joined: Wed Apr 10, 2013 12:52 pm
ok, found it.... i was using the volume medium.
thank you.
i

thank you.
i
Hello!
I am using Max 2018, latest stable build plugin 3.06.4 - 4.39, latest Phoenix build.
Just asking for some guidance, I am sure I am missing something, like a scatter map or something. (or might it be a bug?...)
In PhoenixFD fire object preset, on the default VRAY max render getting just the ball and fire emission, but on Octane getting the volume radiating/filling the whole container 'box'.
Any thoughts how to reduce that / purposefully create that, tried tweaking different things couldn't get the box to go away without reducing the intensity of the whole thing (primitive sphere and flame).
If I set Emission scale to 1.0, it is just a white volume box, and the more I lower it all uniformly fades to 0. The volume container is always visibly present.
Contrast that to this cloud one, the box isn't filled with a grey haze, just the actual volume shape. It must be a power setting somewhere, but don't know.
Thx and Regards!
-Notiusweb
I am using Max 2018, latest stable build plugin 3.06.4 - 4.39, latest Phoenix build.
Just asking for some guidance, I am sure I am missing something, like a scatter map or something. (or might it be a bug?...)
In PhoenixFD fire object preset, on the default VRAY max render getting just the ball and fire emission, but on Octane getting the volume radiating/filling the whole container 'box'.
Any thoughts how to reduce that / purposefully create that, tried tweaking different things couldn't get the box to go away without reducing the intensity of the whole thing (primitive sphere and flame).
If I set Emission scale to 1.0, it is just a white volume box, and the more I lower it all uniformly fades to 0. The volume container is always visibly present.
Contrast that to this cloud one, the box isn't filled with a grey haze, just the actual volume shape. It must be a power setting somewhere, but don't know.
Thx and Regards!
-Notiusweb
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise