Particles tutorials?

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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lakris
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I will try and have a go with particlesystems.

Is the particlesystems working as its supposed to (like in Blender) in Octane Render Blender?

- I Remember that sometime ago, you could only use particlesystems if you choose "object", so none of the "cool" stuff that you could do in Blender, was not available in the octane version

- Is that fixed?

I am not able to find any tutorials, so please help if you have any good links

Thx

EDIT: One of the features I am looking for, is it possible to change colors, fex.random colors or in lifetime with a colorramp and make particles fade in/out - out when dying
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linograndiotoy
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You can only use objects to render particles, but you can now change colors and opacity using the Octane Instance Range Texture node.
Particles_Gradient_Color.PNG
Particles_Gradient_Opacity.PNG
Whispermode
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linograndiotoy wrote:You can only use objects to render particles, but you can now change colors and opacity using the Octane Instance Range Texture node.
Particles_Gradient_Color.PNG
Particles_Gradient_Opacity.PNG
What does Maximum ID relate to? I'm unable to get this working...

Thanks.
J.C
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Taken from the manual:
"The Instance Range Texture is used to hold a gradient color with the range 0 – Maximum ID and prepares this range to be mapped to geometric instance IDs. This node has only one attribute, Maximum ID which should correspond to the total number of instanced geometry in the scene for which the material is applied. Additionally, the Maximum ID values can be spread out to allow a wider range of values with less instanced objects. In figure 1, the Maximum ID value is set to 50, however, there are only 4 instanced objects in the scene. Each object's Scatter Instance ID is set to a ranged sample between 0 and 50."
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linograndiotoy
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Instance_ID.PNG
I've been waiting before posting here because there was a small bug in the Instance Range node that would have made explanations a little confusing. Now that's been fixed (the fix will be available in the next build, out soon) I can post a simple scene that should help claryfing how it works.

Each clone or particle has a specific ID when it's generated. First object/particle will have its ID set to 0, the second set to 1 and so on.

The Maximum id determines for how many particles the colors specified in the gradient should repeat.


In the attached scene you'll find a gradient that goes from black to white.


This is what happens when the Maximum ID is set to 9 (which means 0 to 9):
Instance_ID.PNG
The color range covers all 10 clones.


This is what happens when the Maximum ID is set to 4 (which means 0 to 4):
Instance_ID_02.PNG
The color range covers the first 5 clones, then it repeats on the following 5.


I hope this helps!
Scatter_ID.blend
(495.8 KiB) Downloaded 240 times
Last edited by linograndiotoy on Fri Sep 21, 2018 8:55 pm, edited 1 time in total.
Whispermode
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Great - thanks.

It was the bug that confused me, so looking forward to the fix.
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