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XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Fri Jan 08, 2016 4:36 pm
by apparatieffimeri
Dears, i've some problems to visualize emitted particles from an XPemitter.
I'm doing the tutorial "X-Particles & Octane in Cinema 4D Overview" and even if I check the “enable particle engine” in octane, nothing appened...if I use, instead of an XPemitter, an XPgenerator with a geometry inside, it works.
I'm a novice of XParticles so maybe I'm missing something fundamental !?!
Here two screenshoot

Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Fri Jan 08, 2016 4:41 pm
by aoktar
If you want to have direct access to XP particles please use 2.24.2 R1 version. Activation moved to object tag->particles section.
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Thu Jan 14, 2016 5:18 pm
by apparatieffimeri
Ok thank you
I upgraded both versions of C4d and octane, now i see particles, but i don't see colors. I,m using for example a mix material with two rgbspectrum applied to the emitter but nothing changes in my octane viewer.
I'm still using as reference the tutorial
https://vimeo.com/124982906, at 17:01 colors changes, in my scene not. I post here a picture:

Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Sun Jan 17, 2016 9:45 pm
by joeycamacho
Ahmet,
I think there might be a bug - as I cannot get Octane materials to work with XP with the latest stable release. I've downloaded the sample scenes and here is the same issue. No materials showing up in LV or Picture Viewer.
Using Mac OS 10.5, XP 3.5, Octane 2.24.2 R1.2, R17.048
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Sun Jan 17, 2016 11:12 pm
by aoktar
joeycamacho wrote:Ahmet,
I think there might be a bug - as I cannot get Octane materials to work with XP with the latest stable release. I've downloaded the sample scenes and here is the same issue. No materials showing up in LV or Picture Viewer.
Using Mac OS 10.5, XP 3.5, Octane 2.24.2 R1.2, R17.048
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I have been messed also confused since v2->v3 period. But i remember that's loaded to Object tag's object slot as in image anymore. I may bring old behaviour again but don't know yet. I suppose this way is better and allows more flexibility. I'm planning to work on XP for better integration if we can get extra features in SDK soon.
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Mon Jan 18, 2016 3:42 pm
by apparatieffimeri
yes, applying a sphere on the particle rendering object tag, it works. Tnx
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Fri Jan 29, 2016 7:31 pm
by mrwig
I was just using the same tutorial and have gotten the particle rendering tag to work in the object manager.
However, is there a way to keep the scale randomized for the spheres? Or, because I'm feeding it a sphere object, am I stuck with all the particles being the same size now? My emitter is calculating dynamics based on randomly sized spheres, but octane seems to be rendering uniformly scaled spheres in their place.
Just wondering if there is a way to preserve the scale of the emitted particles instead of having uniform spheres.
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Fri Jan 29, 2016 9:01 pm
by aoktar
mrwig wrote:I was just using the same tutorial and have gotten the particle rendering tag to work in the object manager.
However, is there a way to keep the scale randomized for the spheres? Or, because I'm feeding it a sphere object, am I stuck with all the particles being the same size now? My emitter is calculating dynamics based on randomly sized spheres, but octane seems to be rendering uniformly scaled spheres in their place.
Just wondering if there is a way to preserve the scale of the emitted particles instead of having uniform spheres.
It takes the scaling factor from per particle data.
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Sat Jan 30, 2016 8:14 pm
by Studiolocal
will there ever be a way for Octane to receive the emit per texture channel function ? I have attached a scene for you. Thanks
Re: XParticles 3.5 and Octane Render 2.24 for C4D
Posted: Sat Jan 30, 2016 8:19 pm
by aoktar
Studiolocal wrote:will there ever be a way for Octane to receive the emit per texture channel function ? I have attached a scene for you. Thanks
Problem is about lack of assignment of custom colors on render instances. Because particle engine use that(render instances) and currently no way. That's the reason why i couldn't improved the engine more. I'm waiting for new possibilities, perhaps with OSL implementation on V3.