Projection Man / Camera Mapping in Octane

Forums: Projection Man / Camera Mapping in Octane
Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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Re: Projection Man / Camera Mapping in Octane

Postby bepeg4d » Fri Apr 20, 2018 1:32 pm

bepeg4d Fri Apr 20, 2018 1:32 pm
Hi,
the power depends from the values stored in the image, so difficult to say, but since you can change the power slider interactively, it should not be a great deal to find the correct value.
Aboute temperature, please, use the Texture Emission node, in this way the temperature is bypassed.
The Kelvin temperature is related to Blackbody emission node, and used to mimic the different light sources.
About shadow catcher, you need to enable the Shadow catcher/Matte option active in the Common tab of a Diffuse material, or use the Render Layer technique:
https://docs.otoy.com/Cinema4DH/C4DPlug ... Passes.htm
ciao Beppe
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Re: Projection Man / Camera Mapping in Octane

Postby franchus » Wed Jun 13, 2018 4:46 pm

franchus Wed Jun 13, 2018 4:46 pm
Hi guys, @aoktar pointed to a sollution but it just won't work like camera mapping. When I do camera mapping normally I get the texture from the camera mapping but sometimes the camera I use is slightly different. Say I have a set extension, put a camera map, generate the projection surfaces and generate the extension geometry then I can move with another camera and have a bigger motion than the original. The perspective or frontal projection does not do the trick. This is a must feature.

cheers
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Re: Projection Man / Camera Mapping in Octane

Postby TonyBoy » Wed Jun 13, 2018 6:16 pm

TonyBoy Wed Jun 13, 2018 6:16 pm
It's been awhile but you can convert a projection into a regular material in C4D. Vaguely recall pining the projection to the UV. :|
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