A simple system using nParticles and collisions to simulate fluorophores moving from a state of excitation and releasing a photon. There is some minor expression writing, but most of the work is done with the particle collision event editor. Use nParticles to draw curves in your scene. This is a great way to randomly generate a clump of curves in a way that would be difficult to do by hand. This method cannot be used to generate networks, though; each curve is separate from the others. Using particle-generated curves to make uncondensed chromatids of varying lengths.
In the previous tutorial, in order to make the scene more natural, many kinds of plants were added to the scene. After preparing to use the Octane renderer, all textures need to be converted to Octane's texture. You can select all shaders that are not Octane, and convert all shaders to Octane shaders in Convert Matenials under Materials. What you need to deal with now is the texture of the ground and the texture of the dead tree.
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