------------ Phoenix Particle Texture (Wetmap) ------------------
(from Octane plugin 2021.1.4 - 12.17)
The new texture "PhtParticleTex" allow mapping of 2 colors depending on the distance to particles of a Phoenix simulator.
This can be used to create a 'wet' effect, where the liquid has touched a surface.
To visualize and setup the particle distance and blend ratio, you can first use it as the diffuse color of a diffuse material:
Then, you can use it as the Amount of a mix material, to blend a wet and a dry material:
The usage should be straight forward:
After a Phoenix simulation is complete, move the timeline to a frame where the particles are visible.
-Select a Phoenix simulator node
-Select one of the particle group available (eg : Wetmap)
-Open Octane viewport.
-Adjust the particle size and blend percent to archive the desired effect.
Note:
Cache files with particles data are created for each frame, and stored in a similar way as the AUR files of Phoenix.
The location can be 'Current max file folder' (corresponding to '$(scene_path)' in Output tab of the Phoenix object),
other preset path, or a user defined folder.
You should not need to store those files when sharing a scene, as they will be re-created using the Phoenix data (AUR files).
The 'Clear Octane cache' button will delete those file (with a confirmation dialog).
This might be needed if you re-start the simulation.
You can also open the cache folder using the context menu on this button.
Known issues:
-When the material editor is open, moving the timeline is slowed down by the material preview creation.
-When saving a scene with another name, the cache files will not be saved in the correct location.
When reloading the scene, they will be correctly recreated.
sample:
(3dsmax 2020. For older version, replace wetMapSample1.max with the one in the folder 'max2014')
Phoenix Particle Texture (Wetmap)
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- imanshirani
- Posts: 23
- Joined: Tue May 24, 2016 3:29 pm
- Location: Remote
- Contact:
please make PhtParticleTex for 3ds max Liquid too.



Hello neonZorglub,
a few feedbacks from using PhxParticleTex :
- When I launch a phoenix sim with a mix material (with the PhxParticleTex) applied to the geometry, 3ds Max crashes, I need to stay with a simple material (without PhxParticleTex)to get the simulation working.
- Render is extremely slow (from 5 seconds to 5 min/frame) and a light is appearing on the right ("Capture_Phx_mixmat.jpg") as soon as I use the mix material with the PhxParticleTex
- I have a bug when I'm using "OctaneParticle/group : Foam" too, whatever the material I'm using for the mesh reference, it renders a very emissive/bright material instead (please see attachement file)
Thank you in advance
a few feedbacks from using PhxParticleTex :
- When I launch a phoenix sim with a mix material (with the PhxParticleTex) applied to the geometry, 3ds Max crashes, I need to stay with a simple material (without PhxParticleTex)to get the simulation working.
- Render is extremely slow (from 5 seconds to 5 min/frame) and a light is appearing on the right ("Capture_Phx_mixmat.jpg") as soon as I use the mix material with the PhxParticleTex
- I have a bug when I'm using "OctaneParticle/group : Foam" too, whatever the material I'm using for the mesh reference, it renders a very emissive/bright material instead (please see attachement file)
Thank you in advance
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
http://www.remy-kerbiquet.com
Thank you for the update! I noticed when liquid resolution is increased wetness disappears unless you change particle group from wetmap to liquid. Not sure whyneonZorglub wrote:------------ Phoenix Particle Texture (Wetmap) ------------------
(from Octane plugin 2021.1.4 - 12.17)
The new texture "PhtParticleTex" allow mapping of 2 colors depending on the distance to particles of a Phoenix simulator.
This can be used to create a 'wet' effect, where the liquid has touched a surface.
To visualize and setup the particle distance and blend ratio, you can first use it as the diffuse color of a diffuse material: Then, you can use it as the Amount of a mix material, to blend a wet and a dry material:
The usage should be straight forward:
After a Phoenix simulation is complete, move the timeline to a frame where the particles are visible.
-Select a Phoenix simulator node
-Select one of the particle group available (eg : Wetmap)
-Open Octane viewport.
-Adjust the particle size and blend percent to archive the desired effect.
Note:
Cache files with particles data are created for each frame, and stored in a similar way as the AUR files of Phoenix.
The location can be 'Current max file folder' (corresponding to '$(scene_path)' in Output tab of the Phoenix object),
other preset path, or a user defined folder.
You should not need to store those files when sharing a scene, as they will be re-created using the Phoenix data (AUR files).
The 'Clear Octane cache' button will delete those file (with a confirmation dialog).
This might be needed if you re-start the simulation.
You can also open the cache folder using the context menu on this button.
Known issues:
-When the material editor is open, moving the timeline is slowed down by the material preview creation.
-When saving a scene with another name, the cache files will not be saved in the correct location.
When reloading the scene, they will be correctly recreated.
sample: (3dsmax 2020. For older version, replace wetMapSample1.max with the one in the folder 'max2014')
And if a grid is high resolution using this wetmap is impossible. Too slow
Also on top front of the tractor is covered with wetmap particles but your particles texture is not covering the front top with blue color.
Last edited by coilbook on Mon Feb 06, 2023 8:00 pm, edited 1 time in total.
I agree. it is unusable. Easy 5-10 min extra PER FRAMEremKa wrote:Hello neonZorglub,
a few feedbacks from using PhxParticleTex :
- When I launch a phoenix sim with a mix material (with the PhxParticleTex) applied to the geometry, 3ds Max crashes, I need to stay with a simple material (without PhxParticleTex)to get the simulation working.
- Render is extremely slow (from 5 seconds to 5 min/frame) and a light is appearing on the right ("Capture_Phx_mixmat.jpg") as soon as I use the mix material with the PhxParticleTex
- I have a bug when I'm using "OctaneParticle/group : Foam" too, whatever the material I'm using for the mesh reference, it renders a very emissive/bright material instead (please see attachement file)
Thank you in advance
Can you guys fix it?