What is the best way to handle houdini engine generated particles in octane?
It's easy to generate particles in houdini engine and when transferred to c4d (via engine) they appear as thinking particles. Octane, afaik, have native support for x-particles (which is also nice) but no native support for thinking particles.
Therefore I feel my only option is to generate the actual geometry in houdini and render it in c4d as a full mesh, which is not very nice in terms of gpu memory (no instancing, solid mesh and no good use of particle motion blur)
The other option to display and render particles is of course, cloning geometry on thinking particles in c4d but then it's a dead slow viewport with too many particles.
So here is a topic to discuss.
Houdini engine particles in octane
Moderators: ChrisHekman, aoktar
nice topic. Thinking particles are way too old and out of standards. I didn't find that valuable to break my workflow. I'm gonna think about some methods to extend capabilities of renderer.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I've managed to render octane particles, in two different ways:
- using pshape and thinking particles
- emitting same amount of particles in x-particles and using the generic x-particles workflow
Both work fine (if having no access to particle color is considered fine)
Would be amazing to have additional flexibility in point attributes aoktar.
- using pshape and thinking particles
- emitting same amount of particles in x-particles and using the generic x-particles workflow
Both work fine (if having no access to particle color is considered fine)
Would be amazing to have additional flexibility in point attributes aoktar.