------------ 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')