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Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Mon Jan 06, 2014 2:45 pm
by mykola1985
you CAN RENDER FUME with some tricks in
the material editor and octane main settings. You will have to create something similiar to volumetric scattering setup. You can even achieve better results.

first of all I am doing it with PhoenixFD 2.1.1 not with fumeFX, but I am pretty sure you can do the same with fumeFX. (for me PhoenixFD is faster and better).
So here is a short description of how to get the fume to work with Octane:
(with phoenixFd latest version only)

1) once you've simulated your fume for a certain number of frames, make sure that SHOW MESH in the preview section of PhoenixFD (main panel) is checked.
1a) - in the octane render settings set KERNEL TYPE to PMC. max depth - from 11 to 16 (are good parameters). exploration strength - 0.3.
caustic blur 0 (put whatever you want actually, but I would advice 0 for faster renderings). direct light imp - 1,0. maxrejects - 100.
parallelism - 4.
2) Go to the material editor and create a specular material. Assign it to your fume (MESH) set reflection to 100% black and transmission to 100% white. index to 1,0. check on fake shadows and finally click on medium and chose scattering.
3) Once the scattering tab appears, set it to texture mode and choose MIX TEXTURE
4) in the mix texture tab set the amount to 0,5. texture 1 should be TURBULENCE TEXTURE and texture 2 should be RGBSpectrum texture.
5) in turbulence texture parameters you can leave everything as default (for now)
6) in RGB Spectrum set the color to smthg like Grey or very close to Black (you can also play with it later)
7) now lets go back to Scattering tab. Set absorption to grey (color) or something very close to it and SCALE (the last parameter) may be something higher than zero or even very high parameter. It
depends on what you are getting.

That's all for now. If you have problems, please let me know.

remember that in order to achieve a good result, you have to play with scale, absorption and rgb color parameters in the material editor!

Good luck! ;)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Mon Jan 06, 2014 8:00 pm
by visionmaster2
Thank you Mykola1985 !
do you have any tips to render foam with phoenixfd ?
i can render the liquid (i try the demo beer simulation) but i can't put any material on the foam.
thank you so much for the tutorial !

M.°

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Mon Jan 06, 2014 10:26 pm
by mykola1985
Hi, there is no way to render foam or water splashes with Octane, BUT you can simulate the foam with particles and then assign a shape and material that are compatible with Octane. In other words you can have the same effect! You will have to simulate the water with the velocity channel output checked in the output tab and then do the rest of the job in particle flow with PhoenixFD operators! ;)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Tue Jan 07, 2014 10:40 am
by gueoct
mykola1985 wrote:Volumetric Lighting is working like a charm with this release! :)
Image
Did you do that with fog?

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Tue Jan 07, 2014 12:09 pm
by visionmaster2
Thank you Mykola1985 :)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Tue Jan 07, 2014 4:17 pm
by acc24ex
.. we need some wiki site for those tips.. I just want to test them out later, and I'm afraid I'm going to forget where I saw them.. those are nice..

- anyway - is there going to be support for Lua scripting in 3dsmax plugin?

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Tue Jan 07, 2014 5:27 pm
by BKEicholtz
I use the standalone version. If I install 1.22a, am I going to get an inactive license? Am I going to loose access to the materials database? Are my ies lights going to stop working?
Other than these concerns, I want to try it out!

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Tue Jan 07, 2014 11:09 pm
by mykola1985
gueoct wrote:
mykola1985 wrote:Volumetric Lighting is working like a charm with this release! :)
Image
Did you do that with fog?
exploration strength in PMC kernel :)

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Jan 08, 2014 8:44 am
by pixelsolution
Dear Octane Team,

i am applying camera correction modifier on octane and standard camera. On Viewport it is showing as applied but the same is not rendered. Request you to kindly update the same as the same is most important in architectural rendering..
waiting for reply.

Thanks
Pixelsolution

Re: OctaneRender® for 3ds max® v1.22a[Test]

Posted: Wed Jan 08, 2014 9:52 am
by RobSteady
Request you to kindly update the same as the same is most important in architectural rendering
+1