Particles/instancer with varying number doesn't work.
Posted: Wed Nov 16, 2016 7:28 am
Emitted particles don't have a fix number as the number grows with emission or is reduced with dead particles.
Octane Plugin doesn't keep track of the particles/instancer IDs between frame,
as a result the "random color node" can't work, each particle change of color each frames.
Also as a result , the motion blur is wrong, Octane plugin blur between different particles because of the changing ID.
Technically, I think I guess what's happening here:
for each particle newly created the Octane plugin append its Matrix at the beginning of the particle matrix array,
as Octane identify instances by their order in the list of matrix in the Octane scatter node, all instance change of ID.
The newly created particle matrix must be appended at the end of the array not at the beginning,
meaning that the list of coordinate Matrix in the Octane scatter node should be created in the reverse order.
The problem with dead particle is similar, their matrix shouldn't be removed of the list else every following instance in the list will change of ID,
they should just be set not visible (that's what Maya does internally but not sure it's possible with Octane scatter node)
Octane Plugin doesn't keep track of the particles/instancer IDs between frame,
as a result the "random color node" can't work, each particle change of color each frames.
Also as a result , the motion blur is wrong, Octane plugin blur between different particles because of the changing ID.
Technically, I think I guess what's happening here:
for each particle newly created the Octane plugin append its Matrix at the beginning of the particle matrix array,
as Octane identify instances by their order in the list of matrix in the Octane scatter node, all instance change of ID.
The newly created particle matrix must be appended at the end of the array not at the beginning,
meaning that the list of coordinate Matrix in the Octane scatter node should be created in the reverse order.
The problem with dead particle is similar, their matrix shouldn't be removed of the list else every following instance in the list will change of ID,
they should just be set not visible (that's what Maya does internally but not sure it's possible with Octane scatter node)