Phoenix FD 3.0 particle usage with Octane plugin 4.33
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Neonzorglub did a very good job in implementing PHX support, but IMO it wouldnt hurt to show how to effectively use it...Im sharing some screencaps to show how to render particles with different shaders..hope this helps others (I had a hard understanding his explanation on the other post).
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- web.rar
- some steps on how to render particles from PHX
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Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- neonZorglub
- Posts: 1019
- Joined: Sun Jul 31, 2016 10:08 pm
Hi,
Here is a quick step by step tutorial to illustrate the basic usage of liquid simulation with particles:
Create a Teapot, keep it selected
in Phoenix toolbar, click Setup a Waterfall sim
In PhoenixFDLiquid001 modifier: Grid : Total cells : Decrease to less than 2 millions (FD Demo...)
Change max time line to 10 frames
FD Start simulation
Note for this case in phoenix modifier Simulation tab that [PARTICLES] uses 3 types -Liquid, -Splashes, -Mist
: we will need 3 meshes and octane Particle modifiers
Set Octane as renderer [octane kernel: set 500 'Max. samples'], set some background color in Environment
Create 3 objects : Sphere001, [change to lower poly .. eg 12 segments], Box001, Pyramid001
Create and assign 3 octane materials to those 3 objects Add 3 Octane Particle (WSM) modifiers to PhoenixFDLiquid001, with
type 'Sphere001' to 'Particle mesh node name' , set Group index 0 for the first,
'Box001' to 'Particle mesh node name' , set Group index 1 for the second,
'Pyramid001' to 'Particle mesh node name' , set Group index 2 for the 3rd
Keeping timeline on the 10th frame, open octane viewport for a first render
See that Sphere001 is too big : set 'Mesh scale' to 0.3
and Pyramid001 too small : set scale to 4.0
To view the simulated liquid from the grid as a mesh, go to 'Preview' tab of PhoenixFDLiquid001 modifier,
and turn on 'Show Mesh'.
and create and assign an octane material to the 'PhoenixFDLiquid001' object.
You can now turn off 'Visible to camera' for the 3 objects, re-set a 100 frames timeline and re run the simulation, etc..
I hope this will help you getting started, and I'm sure you'll get better looking particles than mines
Edit: Thanks nildoe; your tutorial might be more clear and simple than mine,
So please, have a look first to nildoe's post; I guess more samples doesn't hurt..
Here is a quick step by step tutorial to illustrate the basic usage of liquid simulation with particles:
Create a Teapot, keep it selected
in Phoenix toolbar, click Setup a Waterfall sim
In PhoenixFDLiquid001 modifier: Grid : Total cells : Decrease to less than 2 millions (FD Demo...)
Change max time line to 10 frames
FD Start simulation
Note for this case in phoenix modifier Simulation tab that [PARTICLES] uses 3 types -Liquid, -Splashes, -Mist
: we will need 3 meshes and octane Particle modifiers
Set Octane as renderer [octane kernel: set 500 'Max. samples'], set some background color in Environment
Create 3 objects : Sphere001, [change to lower poly .. eg 12 segments], Box001, Pyramid001
Create and assign 3 octane materials to those 3 objects Add 3 Octane Particle (WSM) modifiers to PhoenixFDLiquid001, with
type 'Sphere001' to 'Particle mesh node name' , set Group index 0 for the first,
'Box001' to 'Particle mesh node name' , set Group index 1 for the second,
'Pyramid001' to 'Particle mesh node name' , set Group index 2 for the 3rd
Keeping timeline on the 10th frame, open octane viewport for a first render
See that Sphere001 is too big : set 'Mesh scale' to 0.3
and Pyramid001 too small : set scale to 4.0
To view the simulated liquid from the grid as a mesh, go to 'Preview' tab of PhoenixFDLiquid001 modifier,
and turn on 'Show Mesh'.
and create and assign an octane material to the 'PhoenixFDLiquid001' object.
You can now turn off 'Visible to camera' for the 3 objects, re-set a 100 frames timeline and re run the simulation, etc..
I hope this will help you getting started, and I'm sure you'll get better looking particles than mines

Edit: Thanks nildoe; your tutorial might be more clear and simple than mine,
So please, have a look first to nildoe's post; I guess more samples doesn't hurt..
Hi, my pleasure Neon...
Would it be possible to setup a quick tutorial showing rendering of Fire and smoke and how to effectively play with volume medium to get different colors of the fire for example? I was able to find a way to get it to work but im pretty sure there's an easy way to get fire and smoke to render.
Would it be possible to setup a quick tutorial showing rendering of Fire and smoke and how to effectively play with volume medium to get different colors of the fire for example? I was able to find a way to get it to work but im pretty sure there's an easy way to get fire and smoke to render.
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
1. it shows octane particles. Hopefully it will be possible to have foam and mist in the future?
2. When adjusting fire/smoke do you adjust only volume medium texture settings or also Absorp scale, emission scale, scatter scale or those should be left at 1 What does it mean SCALE how dense things are?
Thank you !
I wish otoy would release a nice youtube tutorial about the best way ti set up fire textures etc
2. When adjusting fire/smoke do you adjust only volume medium texture settings or also Absorp scale, emission scale, scatter scale or those should be left at 1 What does it mean SCALE how dense things are?
Thank you !
I wish otoy would release a nice youtube tutorial about the best way ti set up fire textures etc
Coilbook i think u can already render foam and mist with 4.33...i see u r still using 4.32?!
Regarding fire i too still have this doubt...do I control it with vol medium or volume's parameters.. so far its been a mix of both
Regarding fire i too still have this doubt...do I control it with vol medium or volume's parameters.. so far its been a mix of both
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
- paride4331
- Posts: 3819
- Joined: Fri Sep 18, 2015 7:19 am
Hi all,
a simple memo visual how-to with Phoenix Fd and particles.
viewtopic.php?f=51&t=61064
In the coming days I will try to add more.
Regards
Paride
a simple memo visual how-to with Phoenix Fd and particles.
viewtopic.php?f=51&t=61064
In the coming days I will try to add more.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
thank younildoe wrote:Neonzorglub did a very good job in implementing PHX support, but IMO it wouldnt hurt to show how to effectively use it...Im sharing some screencaps to show how to render particles with different shaders..hope this helps others (I had a hard understanding his explanation on the other post).
And what do you think about the best shader for foam?
anyway to achieve like this vray bubble shader
I havent tried it yet...but i wpuld think that something whiteish would be fine...judging by my tests in the video of river simulation i did that you can see in the gallery wip section..granted its not octane rendered foam..it was scanline..but i would try and go more or less tje same route...
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
nildoe wrote:I havent tried it yet...but i wpuld think that something whiteish would be fine...judging by my tests in the video of river simulation i did that you can see in the gallery wip section..granted its not octane rendered foam..it was scanline..but i would try and go more or less tje same route...
thanks looks like it must be solid color. using falloff makes renderer very very slow