Vertex Map from Correction Deformer not working in Octane?

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Vertex Map from Correction Deformer not working in Octane?

Postby AWOLism » Sun Apr 11, 2021 4:14 pm

AWOLism Sun Apr 11, 2021 4:14 pm
Hi!

I have been testing ways to create vertex maps on objects generated from the Volume Mesher, to use as material masks, by using the Correction Deformer which can output a vertex map (I used a spherical field) and it works when creating a standard C4D material, but I can't seem to recreate the effect with Octane. I'm not sure if I'm missing something.
Attaching a C4D file as an example and a pair of screenshots as well.
Would be great to get some insight into this, so any help would be very appreciated.

Regards
Andreas

c4dstandard.png

octane.png


(edit: in the first uploaded C4D file I had accidentally moved the Correction Deformer to the wrong place, I fixed that and reuploaded)
Attachments
vol mesher correction deformer vertex map 2.zip
(149 KiB) Downloaded 88 times
Last edited by AWOLism on Mon Apr 12, 2021 8:41 am, edited 2 times in total.
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Re: Vertex Map from Correction Deformer not working in Octane?

Postby bepeg4d » Mon Apr 12, 2021 7:43 am

bepeg4d Mon Apr 12, 2021 7:43 am
Hi,
c4d Layer shader is not supported by c4doctane, and you should never use it.

In 2020.2 there is a new Composite texture node for this:
720DD6C2-D50C-48D2-95E2-B121F9E15A6A.jpeg


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Re: Vertex Map from Correction Deformer not working in Octane?

Postby AWOLism » Mon Apr 12, 2021 8:24 am

AWOLism Mon Apr 12, 2021 8:24 am
bepeg4d wrote:Hi,
c4d Layer shader is not supported by c4doctane, and you should never use it.

In 2020.2 there is a new Composite texture node for this:
720DD6C2-D50C-48D2-95E2-B121F9E15A6A.jpeg


ciao Beppe



Thank you for the reply Beppe, but I see that I was not clear enough. :)

Let me rephrase:
I'm aware that the Layer Shader is not supported, it was only included for demonstration purposes.

Here's scenario with the actual problem:

1. I generate a vertex map onto the still active Volume Mesher by utilizing the Correction Deformer which can output a vertex map.
2. That vertex map does work when using it in the Layer Shader in a standard C4D material, as demonstrated in the file.
3. That same vertex map does not appear to be read correctly by Octane though, as can be seen in the Octane material in the provided C4D file, where it is used to control the Amount in the Mix node, but does not work.

So, I'm wondering where things go wrong here.

Regards
Andreas
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Re: Vertex Map from Correction Deformer not working in Octane?

Postby AWOLism » Mon Apr 12, 2021 8:34 am

AWOLism Mon Apr 12, 2021 8:34 am
Sorry, it seems I had accidentally moved the Correction deformer in the previous file, but here it is placed correctly. The problem remains though.
Attachments
vol mesher correction deformer vertex map 2.zip
(149 KiB) Downloaded 87 times
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Re: Vertex Map from Correction Deformer not working in Octane?

Postby aoktar » Thu Apr 15, 2021 7:38 pm

aoktar Thu Apr 15, 2021 7:38 pm
I looked at your scene, I'm not sure how vertexmap tag transfers data or connects the values to mesher? The current implementation is supporting the vertexmap tags which are assigned to mesh objects.
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Re: Vertex Map from Correction Deformer not working in Octane?

Postby AWOLism » Fri Apr 16, 2021 2:05 pm

AWOLism Fri Apr 16, 2021 2:05 pm
aoktar wrote:I looked at your scene, I'm not sure how vertexmap tag transfers data or connects the values to mesher? The current implementation is supporting the vertexmap tags which are assigned to mesh objects.



Thanks for the reply.

Yeah, I can't really answer that I'm afraid. I have been trying to find ways to generate vertex maps on Generator Objects in C4D, and found this link:
https://forums.cgsociety.org/t/anyway-t ... me/2050267

But as you say it does not appear to transfer to Octane.

Are you aware of any other solutions to create vertex maps on Volume Meshers, or even on an Alembic?
My goal is to be able to better control texturing of animated objects with varying vertex count, and vertex maps controlled with fields seems like an ideal way.
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