Houdini engine particles in octane
Posted: Wed Sep 28, 2016 11:27 am
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.
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.