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PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 1:52 pm
by Pires
Hi. Is it possible to use the PyroCluster shaders in the alpha version of Octane 3? I see theres now an option for 'Particle Rendering'. I select Voxel mode, like with TurbulenceFD, but cant get it to render. It would be a huge bonus to be able to use PyroCluster with Octane.
Im trying to make some falling snow like in this standard C4D
tutorial in which he uses the Emitter and PyroCluster.
If PyroCluster doesnt work yet, is there any other way of creating this effect with Octane? If I could somehow keep the snow out of focus in the camera then I could just use spheres in the emitter and then the blur would make them look more snow like. But I dont know how to keep everything else in the scene in focus?
Thanks for any help

Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 2:44 pm
by aoktar
Rather than supporting this i'll improve the volume object. Concepts are different in two. Use latest alpha for TFD. It's easier to setup now. there is two scenes to show results.
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 3:34 pm
by Pires
aoktar wrote:Rather than supporting this i'll improve the volume object. Concepts are different in two. Use latest alpha for TFD. It's easier to setup now. there is two scenes to show results.
Thanks for the reply. Yeh I have TFD and the latest alpha, but I dont think it would be suitable for simulating falling snow? How would you replicate the above example video of snow using Octane instead of default C4D?
When you say the volume object, what do you mean exactly?
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 3:56 pm
by aoktar
see theres now an option for 'Particle Rendering'. I select Voxel mode, like with TurbulenceFD, but cant get it to render.
I replied for this.
There is two different techniques. Voxels are hosting by some volume. Pyro is not working on similar system. Propably it's generating some procedural volumetric immitation.
Voxels are not efficient yet for small details on large volumes. It requires lot of ram and calculations. I'm not sure for that trying to simulate pyro. I think you should wait for a while to let us to work on V3. We need to finish current tasks, get an OSL version. Then i'll have more stuff to push it up. I can design another native system for Octane. I don't know yet honestly.
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 4:30 pm
by Pires
aoktar wrote: see theres now an option for 'Particle Rendering'. I select Voxel mode, like with TurbulenceFD, but cant get it to render.
I replied for this.
There is two different techniques. Voxels are hosting by some volume. Pyro is not working on similar system. Propably it's generating some procedural volumetric immitation.
Voxels are not efficient yet for small details on large volumes. It requires lot of ram and calculations. I'm not sure for that trying to simulate pyro. I think you should wait for a while to let us to work on V3. We need to finish current tasks, get an OSL version. Then i'll have more stuff to push it up. I can design another native system for Octane. I don't know yet honestly.
Apologies I was only mentioning TurbulenceFD as the new menu options looked similar and I imagined the PyroCluster engine uses a similar system. Its great youve got TFD working for Octane. Pyro is still useful though for clouds, ash and snow etc.
For now then, is there anyway to fake the effect? As mentioned in the original post, if I used spheres that were out of focus, then it would still give the appearance of fuzzy snow fall. I could create separate render passes and blur them in post-production but would be good if I could do it natively. Or if theres a glow effect?
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Fri Jan 15, 2016 4:56 pm
by aoktar
just use some snow geometry on particles. And put a specular material with medium. It will give a foggy material to particles. This is available since many versions.
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Sat Jan 16, 2016 12:13 am
by Pires
aoktar wrote:just use some snow geometry on particles. And put a specular material with medium. It will give a foggy material to particles. This is available since many versions.
Ok thanks, to clarify I want something like this:
Could you expand a bit on your explanation please... Ive tried creating spheres with a specular material and medium (with scattering) as suggested and it gives the following result:
Which as you can see unfortunately doesnt exactly look like snow or have any 'foggy' quality! What am I doing wrong? Ive included the file in the attachment.
Thanks.
Re: PyroCluster Shaders and Octane 3 (Alpha)?
Posted: Sat Jan 16, 2016 12:38 am
by aoktar
LV->Help->OCtane Help: Click to Mat button on top of opened interactive help window
go bottom of page and find c4d fog scene. I think it's enough to play and understand. It's just a matter of playing with a few parameters.
index=1
reflect=0
fake shadow=enabled
ScatteringMedium texture to medium slot
Also please make a search on forum about specular and fog.
And please watch this: (min. 39")
https://vimeo.com/125388470
[vimeo]
http://www.vimeo.com/125388470[/vimeo]