RUNNING: C4D R18, Octane 3.07 & X-Particles 4
I'm looking to create an ember from a fire - going from a glowing stage to a solid black state.
I'm looking to transition from one texture (an emissive glow) to another - and drive the transition based on the age of a particle that's being created by X-Particle.
The question is two fold.
1. How do i transition from one material to another. I've tried using a mix mat but it's not the right way to do it?? Would i just use one texture and dial the emission channel up and down rather than creating two?
2. How do i drive the emission channel from X-Particles 4 (Octane 3.07)? I looks like it's not possible???
Thanks in advance.
Material: Drive texture transition via X-Particle age
Moderators: ChrisHekman, aoktar
Ok, so i've got part of a solution just not all of it.
In X-Parts i can drive the colour of a particle: xpEmitter > Display > Color Mode > Gradient Parameter > Age.
Can Octane read the colour value of a particle and can i drive a textures parameters from it?
In X-Parts i can drive the colour of a particle: xpEmitter > Display > Color Mode > Gradient Parameter > Age.
Can Octane read the colour value of a particle and can i drive a textures parameters from it?
Did you see instance color node and partial manual from this link?
viewtopic.php?f=85&t=64382
viewtopic.php?f=85&t=64382
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
It will be out soon for you.Buchanero wrote:Thanks Aoktar, I’ll take a look.
Are these features only in 3.08 - which isn’t out for Subscription / VR license holders??
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
Max in a few weeks I suppose.Buchanero wrote:Ah, ok. Any idea when? Are we looking at days weeks or months?
Sorry to ask, project deadlines 'n all.
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
- helloimneil
- Posts: 33
- Joined: Sat Apr 01, 2017 9:44 pm
Thanks for those links aoktar! The information provided was exactly what I was looking for.
I haven't installed 3.08 yet, this is working for me perfectly in 3.07-R2.
For those of you who may find the information useful, effectively all you need to do to allow your particles to have an emissive property is to add a texture emission to the emissive portion of the material.
Inside of the emissive tab, set the texture source to 'Instance Color', change the 'Source' to particle, drag your XP emitter to the 'Color Source', choose your desired 'Color Mode', for my test I kept it set to 'Age', then, as for the color of your particles, select colors for a gradient.
Once your particles are present within the Live Viewer, tweak the 'Power' setting within the emissive section of the material to fine-tune your results.
Cheers!
I haven't installed 3.08 yet, this is working for me perfectly in 3.07-R2.
For those of you who may find the information useful, effectively all you need to do to allow your particles to have an emissive property is to add a texture emission to the emissive portion of the material.
Inside of the emissive tab, set the texture source to 'Instance Color', change the 'Source' to particle, drag your XP emitter to the 'Color Source', choose your desired 'Color Mode', for my test I kept it set to 'Age', then, as for the color of your particles, select colors for a gradient.
Once your particles are present within the Live Viewer, tweak the 'Power' setting within the emissive section of the material to fine-tune your results.
Cheers!