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XP Illimunation Emit?

Posted: Sun Jan 15, 2017 4:49 am
by aggiechase37
So I'm pretty adept at controlling the light through octane light's distribution textures, but for the purposes of emitting particles from an object that is illuminated, and having the illuminated area be the particle emitter, I haven't figured out a good way for this to sync up with octane.

Does anyone know any tricks on this? Or maybe can point me to some tuts? I was trying to have a light ray control the particle emission like going over an object surface in the form of a spotlight, but can't quite figure it out. Thanks in advance for any help!

Re: XP Illimunation Emit?

Posted: Fri Feb 03, 2017 8:35 pm
by aggiechase37
No one knows the answer?

Re: XP Illimunation Emit?

Posted: Thu Feb 09, 2017 7:31 am
by aggiechase37
nobody?

Re: XP Illimunation Emit?

Posted: Thu Feb 09, 2017 12:03 pm
by fatfreemedia
There are a few ways to do this - off the top of my head you could use a vertex map via the C4D shader system and use that to drive emission in xp, then do "whatever" with that vertex map in Octane.

Another option is to set the particle emission/shader based tricks up in C4D standard then rebuild the actual lighting/shading in Octane and comp the two layers together.

No idea if either of those would work in practice but it's a start, I suppose ¯\_(ツ)_/¯