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x particles tracer support?

Posted: Sat Dec 13, 2014 4:52 pm
by dive
is this supported? or is x particles support restricted to simple particle spheres only?

Re: x particles tracer support?

Posted: Mon Dec 15, 2014 4:22 am
by OcDig
Try a setup as depicted in the two attached images.

But there are three other important things to know:
1: You will have to go into your render settings and move the C4D hair renderer to be above the Octane renderer
2: You will need ver 2.13 or later of the plugin. At least some earlier versions had a bug in it that caused C4D to crash if the hair renderer was above the Octane renderer
3: I reported that crash to Ahmet, and he quickly got it fixed and put into 2.13. Because Ahmet is awesome. 8-)

Re: x particles tracer support?

Posted: Mon Dec 15, 2014 12:51 pm
by dive
would you know how to get a gradient shader to show for the hairs in this system? it works perfectly otherwise c:

Re: x particles tracer support?

Posted: Tue Dec 16, 2014 12:24 am
by OcDig
It is definitely possible, but I only had several minutes to play around with it real quick. So I can't account for the range of possibilities and quirks, etc.

But try this:
1: Go into the Octane material you have assigned to the hair object, and go to the Diffuse channel.
2: Add a C4DOctane gradient as a texture in the Diffuse channel.
3: Go into the Gradient config, and then click the Linear button.
4: Click the little triangle next to "Amount", to open that config.
5: If there isn't a Transform and Projection already, click the buttons to make them.
6: In "Projection" config, change "Texture Projection" to "XYZ to UVW"
7: In the "Transform" config, change the type to "3D Transformation"
8: Then start playing with the R.X, R.Y, and R.Z values. You can do this with the Octane previewer open and see the color gradient positions change in real time.

There are some quirks, such as the gradient along the hairs seeming to have a limited distance before they repeat. But later I'm going to dig into whether or not that can be adjusted automatically by choosing different settings somewhere (such as changing the UV settings for the material itself, but a quick experiment didn't seem to do that), or by doing it programmatically.

But the above is what I could come up with when I squeezed in several minutes of playing around with it in-between some other stuff. ;-)

Re: x particles tracer support?

Posted: Thu Mar 19, 2015 10:54 am
by dbalzer
Hi OcDig,

Just wanted to give you a big thumbs up for this little tipp which is pretty big to me. Just started using Octane for the past couple of weeks testing it for production capabilities and stability and to have this feature available is a big plus for our motion design studio!

Do you have any idea what the plans are re integration of X-particles into Octane render?

Re: x particles tracer support?

Posted: Thu Mar 19, 2015 12:16 pm
by aoktar
dbalzer wrote:Hi OcDig,

Just wanted to give you a big thumbs up for this little tipp which is pretty big to me. Just started using Octane for the past couple of weeks testing it for production capabilities and stability and to have this feature available is a big plus for our motion design studio!

Do you have any idea what the plans are re integration of X-particles into Octane render?
Hi,
i'll improve XP integration more deeply. Next major version will support openvdb standard for particles. http://www.openvdb.org/

Re: x particles tracer support?

Posted: Fri Mar 20, 2015 12:12 am
by dbalzer
Great news Aoktar! Looking forward to it and thanks for letting me know