In my current project, I imported a .abc particle simulation into C4D.
To make the particles visible, I used the Octane Scatter Vertex method.
I assigned multiple objects as child objects to the scatter.
Unfortunately, when rendering, the particles seem to jump back and forth. This doesn't happen when I assign just one object to the scatter. Is there a fix for this?
I'm using Octane C4D R2020.2.5-R3.
Octane Scatter Objects jumping
Moderators: ChrisHekman, aoktar
We don't have idea why this happens. It's in LV or PV?
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
Sorry i thought its a problem with the scatter. I tried with a cloner and the same issue happens. Has to do something with the blender particle sim but dont know why it switches the vertex number and rotation at a cetain point.aoktar wrote:We don't have idea why this happens. It's in LV or PV?
But thats a question for another forum.

Ok it was surprising to have this problem.
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
I've seen this sort of thing when individual particle IDs do not remain consistent through the life of the particle. Depending on how the .abc was generated, as old particles die off the entire stack of IDs can start shifting backwards so that the max ID remains constant. This totally screws things up if there are other tools referencing the particles by ID number. I think my work around was to make old particles become invisible instead of dying/pruning. This can lead to very large particle caches, unfortunately.
Animation Technical Director - Washington DC