Hello,
I have been using Octane for a fair amount of time and I wanted to do a camera mapping, Projection Man project.
Previously, with C4D's native renderer, the image that was used to be projected from the camera was stored in the Luminance channel of the material. This made it not be affected by the lights in the scene, since it was, naturally, pre-lit when the image was photographed. Nor did it emit light.
However, I don't seem to be able to find a Luminance channel in an Octane shader. I see that there is a way to project a material from the camera, but it seems to be affected by the lights/environment in the scene (unless I am doing something wrong).
Therefore, I have a few questions:
1. What is the proper way to do projection mapping inside of Octane so that the projected materials are unaffected by the lights or the environment in the scene?
2. Will there be updates to this process in Octane 4 when the plugin is available (by the way, when is the plugin going to be available)? Will there be a Luminance channel like in C4D?
3. How are others handling doing projection mapping in Octane? Are there any example scenes or tutorials out there that you can point to?
Thank you!
Joe.