Hi everyone,
Hair simulation still doesn’t work well with XpTrail for reasons I don’t fully understand.
At first, it generates a good frame when I add hair to the project after setting it to Spline Guide.
But afterwards, the hair doesn’t properly follow the animation.
My guess is that XpTrails changes the point count on the fly, as the Octane documentation suggests.
That said, I just discovered (it’s been there all along, but I never noticed) that we can control the thickness of XpTrail in Octane via the “Thickness & Color” quick tab on the XpTrail object.
Just add the Octane Object Tag to XpTrail, set it to Render as Hair, and then the settings in the XpTrail quick tab should simply work.
There are several options to choose from (Set from Value, Use Spline, Use Shader, Use Radius...).
From my tests, the size does change with Jiggle Particles.
Use Spline works okay, but not perfectly—it interacts strangely with the Render as Hair root/tip thickness option.
Also, the Attribute Node correctly gives the trail the same color as the particle, which is perfect.
Everything seems to work fine, except for Octane Motion Blur, which we already know is a limitation according to the Octane documentation.
@ChrisHekman Maybe this is something to update in the docs:
https://docs.otoy.com/cinema4d/X-Particles.html