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Turbulence FD

Posted: Mon May 19, 2014 11:27 am
by ten
Hello,

I know you are very busy with 2.0 at the moment, Aoktar. I was just wondering if you had ever looked into implementing the Turbulence FD plugin from Jawset with Octane c4d and any possible future support for it?

Regards,

ten

Re: Turbulence FD

Posted: Mon May 19, 2014 2:27 pm
by brasco
I don't think it will be added natively to be honest, I've asked Jawset but not heard back yet.

In the meantime, since it's an interesting idea, I hacked together a method using X-Particles and their Skinner object to fake it in Octane:

Image

Now this is not a production solution but purely an interesting experiment, there might be a way to get better noise curls into the shader and even higher density skinning would help.

cheers,
brasc

Re: Turbulence FD

Posted: Mon May 19, 2014 8:18 pm
by ten
Not bad result there Brasc, I will have to try that method also.

I love xparticles like my own son but the skinner mesher just brings my system to its knees on anything even remotely complex or when you try and dial in some smoothness. Hoping Mike works his magic on the next version and finds some way to make it perform better (and sim on the gpu would be nice to :D )

ten

Re: Turbulence FD

Posted: Mon May 19, 2014 9:15 pm
by Weezer
What a cool idea - off to try it out now! BTW, what were your settings for that test image?

Re: Turbulence FD

Posted: Mon May 19, 2014 9:31 pm
by brasco
ten wrote:Not bad result there Brasc, I will have to try that method also.

I love xparticles like my own son but the skinner mesher just brings my system to its knees on anything even remotely complex or when you try and dial in some smoothness. Hoping Mike works his magic on the next version and finds some way to make it perform better (and sim on the gpu would be nice to :D )

ten
Yeah, like I said, this isn't really a production ready workflow, just a fun experiment! Mike, Steve and Dave are beavering away on it I'm sure :)

Weezer wrote:What a cool idea - off to try it out now! BTW, what were your settings for that test image?
Thanks! It's just straight up Pathtracing, I think I stopped it at about 2500/px. Volume stuff is pretty noise inducing so I can imagine it'd take an age to render a full animation!

cheers,
brasc

Re: Turbulence FD

Posted: Tue May 20, 2014 10:25 am
by Weezer
I meant in X-P – I can't get anything looking that nice! Mine are just horrible blobby meshes. That or it just locks my machine up...

Re: Turbulence FD

Posted: Tue May 20, 2014 1:29 pm
by brasco
Well it actually doesn't need to be very high settings, just as long as there are enough particles to create a decent approximation of the turbulence sim, which inherently does slow the skinner down a lot, but since I was just testing a single frame it wasn't too bad.

I just used these settings in the Skinner, no smoothing or any special settings:

Image

You can see in a closeup it's not a very glamorous mesh ;)

Image

I think the trick with the Skinner overall is you need to give it lots of information (particles) to work with if you want nice detailed meshes.
I'm sure the speed will get a good boost in the next version, but you can get by with the current one.

cheers,
brasc

Re: Turbulence FD

Posted: Tue May 20, 2014 1:40 pm
by aoktar
it looks well and interesting. does it has medium on specular material?
for support on TFD: Currently is not possible. I'll look for future implementations of Octane

Re: Turbulence FD

Posted: Tue May 20, 2014 1:46 pm
by brasco
Thanks Ahmet,

It's just a Specular material with a Scattering Shader in the Medium Channel, it has a large scale and some absorption to give it the thickness.
I haven't used the volume materials much in Octane so I'm sure someone with more knowledge there would be able to make it look much better.
The base light is just a simple Blackbody Emission material (low Temp for the warmth :))

cheers,
brasc