Cinema4D version 2022.1.1-R6 (Obsolete stable) 08.07.2023

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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Fri Jul 21, 2023 12:06 pm

SSmolak Fri Jul 21, 2023 12:06 pm
MyDearestHao wrote:Hello sir, is there such a node that can directly read the random color of the model separated in a single object. Or osl will do. Nodes like Redshift


Every year we have more limitations compared to Redshift...

Try this capsule which generate random vertex map by polygon islands and use this vertex map to drive colors in Octane material :

random vertex.png


Attached scene from Octane 2023 beta
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rand sel.zip
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby Kalua » Fri Jul 21, 2023 2:15 pm

Kalua Fri Jul 21, 2023 2:15 pm
SSmolak wrote:
MyDearestHao wrote:Hello sir, is there such a node that can directly read the random color of the model separated in a single object. Or osl will do. Nodes like Redshift


Every year we have more limitations compared to Redshift...

Try this capsule which generate random vertex map by polygon islands and use this vertex map to drive colors in Octane material :

random vertex.png


Attached scene from Octane 2023 beta


Thank you for sharing this file. Have been looking for something like this for some time now. Didn't know C4D had this feature.
Regards,
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Fri Jul 21, 2023 2:26 pm

SSmolak Fri Jul 21, 2023 2:26 pm
Kalua wrote:Thank you for sharing this file. Have been looking for something like this for some time now. Didn't know C4D had this feature.
Regards,


Unfortunately C4D doesn't have such feature so I made it using scene nodes because I needed this too for tree objects which doesn't have different selection tags or materials for leaves.
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby Kalua » Fri Jul 21, 2023 4:19 pm

Kalua Fri Jul 21, 2023 4:19 pm
SSmolak wrote:
Kalua wrote:Thank you for sharing this file. Have been looking for something like this for some time now. Didn't know C4D had this feature.
Regards,


Unfortunately C4D doesn't have such feature so I made it using scene nodes because I needed this too for tree objects which doesn't have different selection tags or materials for leaves.


Yes... I see now what you did.
Very very good!!
With these nodes maybe some kind of "Floorgenerator" could be created? (Like the one so used in 3DsMAX)
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Fri Jul 21, 2023 10:20 pm

SSmolak Fri Jul 21, 2023 10:20 pm
Kalua wrote:With these nodes maybe some kind of "Floorgenerator" could be created? (Like the one so used in 3DsMAX)


Yes, it should not be complicated to do. I will add this to my next to do plan. At the moment I'm working on curbs generator with damage effect using simple spline. It is 90% done. I have also windows generator from simple polygon edges, wall lines generator with custom width, depth and some more. I plan to put them all in one pack in near future.
Blender has very good powerful generators using scene nodes.

Did you saw this ? https://www.artstation.com/marketplace/ ... ne-xpresso
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curbs_generator.png
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Fri Jul 21, 2023 10:35 pm

SSmolak Fri Jul 21, 2023 10:35 pm
I don't know why Baking Texture node has input for Projection and parameters like power, gamma that are described in manual if they doesn't work :

bakink.png


Event transform node works different here compared to the same image connected to diffuse channel.
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby aoktar » Sat Jul 22, 2023 9:48 am

aoktar Sat Jul 22, 2023 9:48 am
SSmolak wrote:I don't know why Baking Texture node has input for Projection and parameters like power, gamma that are described in manual if they doesn't work :

bakink.png


Event transform node works different here compared to the same image connected to diffuse channel.

I don't know what you are saying here! What's not working?
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Sat Jul 22, 2023 11:15 am

SSmolak Sat Jul 22, 2023 11:15 am
aoktar wrote:I don't know what you are saying here! What's not working?


Projection connected to Baking Texture doesn't work in the same way as for not baked one. This is more noticeably while using baking for displacement and we have mismatch with diffuse channel. Not only for procedural textures but bitmaps too. Please see :
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baking_tex.zip
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baking.zip
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby aoktar » Sat Jul 22, 2023 11:49 am

aoktar Sat Jul 22, 2023 11:49 am
SSmolak wrote:
aoktar wrote:I don't know what you are saying here! What's not working?


Projection connected to Baking Texture doesn't work in the same way as for not baked one. This is more noticeably while using baking for displacement and we have mismatch with diffuse channel. Not only for procedural textures but bitmaps too. Please see :

There is nothing wrong with that! Baked node will have UV(0,1) range. Exactly how is on images. You can think as baked node=image!
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Re: Cinema4D version 2022.1.1-R6 (Latest stable) 08.07.2023

Postby SSmolak » Sat Jul 22, 2023 12:03 pm

SSmolak Sat Jul 22, 2023 12:03 pm
aoktar wrote:There is nothing wrong with that! Baked node will have UV(0,1) range. Exactly how is on images. You can think as baked node=image!


Ok I will try more. I see to make Baking looks the same as non baked there is need to use transform T.X & T.Y = 0.5

------

This is what I mean. Transforming image node ( scale, rotate, move ) cause that Baking Texture is not synchronized to image node using the same transform values. More transform = more desync :

back.png
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