For example you can use "Random Color" and "Gradient node" for various particle colors. You can also create Instance Color from the particles' age, speed, etc or assign any material for your platonic objects. After complete the setup assign the material to the “Platonic” object (or to other object if you have them).ĥ- As you can see in the picture, we created the simple particles from platonic objects and define them to Octane. Enter the settings you see in the picture and complete the setup. After that, drag and drop the "xpEmitter" object in the "Color Source" section of the Instance Color settings. Create an Instance Color node and connect it to the diffuse channel. Create any material you want and open the Node editor. Just drag & drop to the object area.Ĥ- Next is the Material setup. Complete the setup as shown in the following image. Then select the Object Tag and drag & drop the "Platonic" object to Particle Rendering Tab. Right-click on the xpEmitter object and select "Octane Object Tag" from the pop-up menu. We will use the “Octane Object Tag” for this. Allow the particles to flow up to the 430-450 frames.ģ- Now we need to identify the xpEmitter object as a particle to Octane. After you finish the setup, set your animation timeline to 500 and press the play button in the Viewport. Change their properties as shown in the picture. Make the “xpEmitter” child to “xpTurbulence”. In the mini Tutorial below you will see how Octane works with X-particles emitter.ġ- First create a Platonic object and change its properties as shown in the picture.Ģ- Now create a “xpEmitter” from the X-Particles menu and also create a “xpTurbulence” from the Xparticles/Modifiers/Motion Menu. That's why we decided to explain it here again. We have already reviewed this topic in Instance Color.