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Rendering smoke effect

Posted: Mon Oct 27, 2014 9:34 pm
by wastzzz
Hi, just an information,
is there a way to create and render a smoke effect using Octane and 3ds particle system or this feature is still missing? I've been using the particle flow but it only seems to render mesh-type particles.
Thanks,
Max.

Re: Rendering smoke effect

Posted: Mon Oct 27, 2014 9:57 pm
by coilbook
i think mesh only Would be nice to see cloud/smoke/fire system I imaging with octane smoke and fire would look so cool

Re: Rendering smoke effect

Posted: Mon Oct 27, 2014 10:33 pm
by MistAjuliax
wastzzz wrote:Hi, just an information,
is there a way to create and render a smoke effect using Octane and 3ds particle system or this feature is still missing? I've been using the particle flow but it only seems to render mesh-type particles.
Thanks,
Max.
Hi, i'm trying to achieve this effect too, but Octane doesn't support particle age map and mblur particle map ... i have to explore more. For now resuslts are not convincing. When i reach a good result i will it.

Re: Rendering smoke effect

Posted: Mon Oct 27, 2014 11:47 pm
by coilbook
this is the best i could do
if anyone knows please tell us

Re: Rendering smoke effect

Posted: Tue Oct 28, 2014 10:05 am
by wastzzz
coilbook wrote:this is the best i could do
if anyone knows please tell us
Just tried your file, so basically you applied a falloff map to the opacity channel.
Well I guess this is the best we can do at the moment, we just have to wait for more particle rendering features.
Thank you,
Max.

Re: Rendering smoke effect

Posted: Sat Nov 01, 2014 7:11 am
by dive
have you tried using crate by exocortex, caching the particle simulation as an alembic, and then importing that alembic file into octane standalone? i don't know if octane alembic can read a point cloud cache but i'm going to try this tomorrow