
Hpb = particle.GetRotation() # Get particle rotation If particle.GetRotation() != None: # If particle is rotating Particle = emitter.GetParticle(i) # Get particleĬarr = particle.GetColor() # Get particle color Marr = md.GetArray(c4d.MODATA_MATRIX) # Get MoData matrixįor i in reversed(xrange(0, cnt)): # Iterate through clones If md is None: return False # If there is no MoData, stop processingĮmitter = xparticles.ToEmitter(op) # Xpemitter link (user data)Ĭarr = md.GetArray(c4d.MODATA_COLOR) # Get MoData color With this python effector this setup works already perfectly in C4D’s own render engine but for some weird reason it does not work Octane Render. I added support for the particle rotation. I used python effector (MoGraph) to transfer color data from particles to clones. Next thing to do is the actual color data transformation. Connect object is put to cloners object slot. To hook up xpGenerator into the MoGraph cloner xpGenerator need to be put under the connect object. Polygon object is put under the xpGenerator that generates vertex points to particles. To do that I used polygon object that contains only single vertex point. I have been wondering that is there a way to transfer color information from X-Particles to Octane? Well, today I started to messing around and I found some kind of solution or some kind of hack.įirst thing to do is generate geometry to the particles. This post is now obsolete because new version of Octane Render now supports X-Particles colors.
