Phoenix FD 3.0 particle usage with Octane plugin 4.33

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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nildoe
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Yes in my case i rendered basically all white and then played with opacity in AE as it was too strong...
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coilbook
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little advise on foam. Since using opacity or fall off is not an option (renderer just slows down VERY bad) use diffuse, 0.2 size foam particles in mesh scale modifier, and add emission of power 1 or less (disable cast light) so you will not get black shadows in foam since it is not transparent. maybe for small stuff like beer it is ok to use real falloff but large scale foam using transparent foam is impossible,


Hopefully otoy team can make us a shader one day or someone who will sell OSL procedural shaders that does fast bubble texture and we can also use particle shader PHX FOAM
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coilbook
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Here is the video. By the way with increase of foam loading time increases A LOT. It takes 8 seconds to render and over a minute to load all the foam. is foam set up as instance? Anyway way to speed it up? rendering went from 2-3 seconds per frame to over a minute when foam particles went up because of the count

Foam objects a very low poly spheres by the way.
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coilbook
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paride4331 wrote: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

Hi Paride

Can we get wetmap as octane supported texture (like phoenix has for vray and default) that will act as a mask and can be used to mix wet and dry materials and not as just physical renderable particles. Because they look unnatural and you cannot make wet effect with them Thank you

wetmap texture using wetmap particles https://youtu.be/QvBO8ZNXAsI?t=35s
darkline
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Hi

I just downloaded the demo for Pheonix and I'm wondering how to get motion blur to work with liquid?

My understanding is that octane doesnt support motion blur of changing topology and we have to export a velocity pass instead. Is this still correct and if so how is it done with pheonix? I can't seem to get the motion vector channel in octane to show anything but grey
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paride4331
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HI darkline,
You should activate motion blur in rendering setting and in Octane object propierties (or vertex motion blur).
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paride
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coilbook
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darkline wrote:Hi

I just downloaded the demo for Pheonix and I'm wondering how to get motion blur to work with liquid?

My understanding is that octane doesnt support motion blur of changing topology and we have to export a velocity pass instead. Is this still correct and if so how is it done with pheonix? I can't seem to get the motion vector channel in octane to show anything but grey

no liquid does not work. Only foam particles and splashes will have mb
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paride4331
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Hi coilbook,
you have to activate velocity in Output.
Regards
Paride
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coilbook
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paride4331 wrote:Hi coilbook,
you have to activate velocity in Output.
Regards
Paride
wow! when was this fixed? I thought 3ds max had the bug.
darkline
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Hi Paride,

That looks great but can you please take us through a step by step as I'm not getting the same results as you. I have enabled motion blur in render settings, object and vertex motion blur on the Phoenix Liquid, and Velocity is ticked in the output of the liquid. What else do I need to do?

EDIT :

Ok so it seems you have to close the octane window and re-open it for motion blur to take effect. I think there is a bug in that if you frame advance on the max timeline motion blur disappears again. Motion blur only shows on the initial frame when you close/open the octane window, after that no motion blur is visible as you scrub animation (Max 2014)
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