by frankmci » Tue Feb 20, 2024 9:49 pm
frankmci
Tue Feb 20, 2024 9:49 pm
It's not the motion blur "breaking" it. It's blurring exactly the way I would expect it to with UV mapping. The way you have constructed your Octane shader, it has no Octane native texture projection info. Without that, Octane is defaulting to UV mapping. If I understand what you are trying to do, you want the texture space to be associated with the Null farther up the hierarchy so that it does not spin with the geometry and so that the texture remains stationary relative to that Null. To do that, you need to give Octane some more info.
You are currently driving Emission with an OSL Gradient utility node, which isn't really a texture, so it doesn't have texture Projection inputs. Instead of using a Baking node with an OSL Gradient to get access to Projections, you could use a Gradient Generator node, which has its own Projection input. An Octane Gradient Generator node generates float data, though, not RGB, so you need a standard Octane color Gradient node to colorize it. Here is an example.
In this case, I'm using a hidden sphere as my External Transform object for clarity's sake, but it could just as well be the Blades Null or any other object in XYZ space. With this hierarchy you can move Blades Null anywhere you want, and the texture will remain still, relative to it, since the External Transform object is a child of the Blades Null.
Yes, there are limitations to what Octane textures C4D can interpret and display natively. The render pipeline mostly goes in one direction C4D>Octane, not Octane>C4D. Fortunately, we have the Live Viewer for that.
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- Non-Baking Gradient
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