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Atmospherics and effects

Posted: Thu Feb 26, 2015 4:35 am
by Jaybs
I can't get any of 3ds Max's atmospherics and effects to render with Octane, including fire, fog, hair and fur. I've tried several versions of the Octane plugin.

Maybe they still aren't supported, but it seems like other users are getting these things to render, including 3ds max hair and fur. What am I missing?

Re: Atmospherics and effects

Posted: Thu Feb 26, 2015 12:06 pm
by MaTtY631990
Hi Jaybs

Make sure to set hair and fur effect geometry type. Also what version of 3dsmax do you use, because hair is not supported in octane viewport for older versions of 3dsmax and require a final render to use it. Concerning Atmospherics/effects, I don't think actual volumetrics are supported in octane versions, just hair and fur. I have provided a link below from profbetis who came up with a method to create procedural volumes. You can apply this same thing to the plugin. Lastly you can use built in particle systems in 3dsmax or with plugins and apply some pretty advanced materials to simulate volumes to this as well.

Hope this helps.

Re: Atmospherics and effects

Posted: Sat Feb 28, 2015 5:16 pm
by Jaybs
Thanks MaTtY631990,

I got the hair working like you said with the geometry setting, and I had to use a lower poly growth source. I do not see the link to those methods on volumetrics that you mention. Could you post that again?

Also, since I'm using a low poly proxy for my growth source I would like to make it unrenderable while retaining the hair visibility. Is that possible in with Octane?

Thanks again.

Re: Atmospherics and effects

Posted: Sat Feb 28, 2015 7:16 pm
by MaTtY631990
My mistake, here is the link:

http://render.otoy.com/forum/viewtopic. ... lit=clouds

Try rightclick (properties settings) and uncheck renderable, should work.

Re: Atmospherics and effects

Posted: Sat Feb 28, 2015 8:36 pm
by Jaybs
Thank you for the link.

When I make the object unrenderable, the hair also disappears. However, I did find a simple workaround by using a multi/sub material. The first channel holds the octane hair material, and the second channel material is applied to the proxy object and given 0 opacity.

Re: Atmospherics and effects

Posted: Sat Feb 28, 2015 9:08 pm
by MaTtY631990
Ah, I should thought of the multi sub trick sooner. Glad I was of some help.