Okay, I have a problem which I have for multiple renders. A lot of the Poser node setups where I 'add' two textures together without modifying the original. Here are some examples.
1. I have an alpha map of an area which I want to 'glow' and then multiply it with the color to get a glow of that color in that pattern, which I can then apply to an emission node in Poser. There is, however, no way to do that in Octane that I can see. I have tied multiply, but that is only changing the size of the texture scale, NOT 'color math' multiplication. Mix also doesn't work, as it will destroy the color.
2. One of my favourite node setups for tattoos on skin is to use color math to add a tattoo to a skin texture, either a full color one, or using an alpha like above to map out just that area with any color.
Can these be accomplished in Octane's node setups? I know, for example, Emission will accept the alpha picture, but it can't change the color on the fly, you have to change the color on the alpha before you input it. As for the tattoo, I have no idea.
Using 'Image adding'
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Use mix or material mix - depending on what you want to change.
MIx is for a simple texture variation (just the texture), material mix to vary between materials ( mix gold and glass for example).
Use the mask (transparency map) as mix value, and the two textures (or materials) as texture 1 and 2.
Example - for a tattoo: For an emittor, use the mix in the same way: Use the mix in the texture color, mask in the value, color 1 in texture1 and color 2 in texture 2
MIx is for a simple texture variation (just the texture), material mix to vary between materials ( mix gold and glass for example).
Use the mask (transparency map) as mix value, and the two textures (or materials) as texture 1 and 2.
Example - for a tattoo: For an emittor, use the mix in the same way: Use the mix in the texture color, mask in the value, color 1 in texture1 and color 2 in texture 2
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