how to use
The use of particles in Octane is a bit tricky. Existing native particle engines are initially configured according to the renderer properties of the host program. And they do not progress much. Some 3rd party particle engines, on the other hand, provide limited support to other render engines or are designed according to their own render engines (for example X-particles). There is a very simple rule in Octane: "Octane will render as long as the geometry exist". So you can get very nice particle renders in Octane as long as the geometry is in use. On the other hand, it is also important that you can use the basic properties of particle systems for Octane.
Why partIcle renderING
As the Octane evolved, it was inevitable to add a particle rendering system. "Direct Data Access" was needed to overcome the clutter of normal render / instance processing in C4D. By bypassing unnecessary delays in the C4D system and working with a direct data feed, a much more streamlined and interactive working environment was required. That's why Particle Rendering is added. The below diagram shows the progress for those wondering.
Setup & settINGS
First of all, you need to use Octane Object Tag for Particle Rendering. To do this, you can select the "Emitter" object in any Particle system and right click on the Object manager and add the Octane Object Tag. When you do this, Octane automatically detects that the object is an emitter, so the Particle Rendering Tab is active. In default state this Tab is not active.
If you click on the button labeled "Enable" in the Particle Tab you will see 3 options: None, Sphere and Voxel. Let's look briefly.
Temporarily cancels the default particle system of Octane. We say temporarily because the system continues to work if there is actual geometry on the scene according to the emitter system. For example, if you are using X-particles and xpGenerator have the actual geometry as child objects, they are recognized by octane. Or you can apply the same result to the standard emitter of Cinema 4D.
When you choose this, the emitter settings will be preserved, but every object you add to the emitter or child list will be canceled. You only have a particle render that consists of spheres. If your goal is to make only sphere particles you can choose this (very boring!). The important thing here is the "Object List". You can drag and drop objects into this area. We will explain this in detail in the next sections. You can read from there.
When you choose this you will activate the Voxel mode. This option is written to work with TurbulenceFD. Since it deals with "Volumetrics" rather than pure Particles, it will be explained in more detail in the relevant section.