HOW TO: Decals or mixing materials by images

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HOW TO: Decals or mixing materials by images

Postby WilliamNoppen » Thu Apr 07, 2016 2:14 pm

WilliamNoppen Thu Apr 07, 2016 2:14 pm
Dear all,

Upfront my apologies for a possible dumb question. Still learning every day.

After three days of trying, buying and watching Inlifethrill's training i can't get my head around the following:

I need to make an emoji/smiley. I create a yellow glossy material. On the same sphere i have to layer/place the eyes and mouth which is a PNG or TIFF with transparency.

I got it to work in C4D only but in no way i can find out to do this in Octane. Am i missing some sort of 'Alpha" check box which C4D uses? Do i need to render out a separate black/white picture as a matte?

Any help will be much obliged.

William.
Attachments
Smiley_Sec2.tif
Smiley_Sec2.tif (623.39 KiB) Viewed 41072 times
Smiley_Sec2.png
Smiley_Sec2.png (35.32 KiB) Viewed 41072 times
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Re: PNG/TIFF on a sphere

Postby aoktar » Thu Apr 07, 2016 2:55 pm

aoktar Thu Apr 07, 2016 2:55 pm
check this
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imagetex-logo.zip
(163.84 KiB) Downloaded 1992 times
a1.png
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Re: PNG/TIFF on a sphere

Postby WilliamNoppen » Thu Apr 07, 2016 11:53 pm

WilliamNoppen Thu Apr 07, 2016 11:53 pm
Many thanks Ahmet,

Although you used a black/white png i think i can track back the procedure of applying a png/tif file in full color.
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Re: HOW TO: Decals or mixing materials by images

Postby johnny1k » Sat Apr 22, 2017 12:57 pm

johnny1k Sat Apr 22, 2017 12:57 pm
Sorry to dig up this old thread, but I have a related question.

I also want to apply a decal to an object by mixing two materials, but the mapping for the base material should be uv and the one for the decal xyz(planar). If I was using an image texture this can be easily done by using the projection node. In my case though, I want to use a procedurally generated c4d gradient as alpha (For instance to fade an objects material to different one at at a certain height.).
From what i understand c4d shaders are converted to textures at render time, so shouldn't it be possible to transform/project them as such?

Thanks for your help!
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Re: HOW TO: Decals or mixing materials by images

Postby hausgross » Mon Sep 30, 2019 8:56 am

hausgross Mon Sep 30, 2019 8:56 am
johnny1k wrote:Sorry to dig up this old thread, but I have a related question.

I also want to apply a decal to an object by mixing two materials, but the mapping for the base material should be uv and the one for the decal xyz(planar). If I was using an image texture this can be easily done by using the projection node. In my case though, I want to use a procedurally generated c4d gradient as alpha (For instance to fade an objects material to different one at at a certain height.).
From what i understand c4d shaders are converted to textures at render time, so shouldn't it be possible to transform/project them as such?

Thanks for your help!


You could prerender the procedural C4D texture and apply it in a Octane material like any other texture or use the Baking Texture node. The Baking Texture node is less performant than a prerendered texture, but in complex scenes where the procedural texture reacts to the animation and needs to update it may be well worth the performance hit - and it works pretty automatic.
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