Hi,
It would be very nice to have a specialized shader node which would manage conversion from a C4D procedural texture to a temporary octane texture file.
Currently it is happening automatically "behind the scenes", also using baking resolution set at the entire material and no control about UV Space transformation.
Such a node would have the following inputs:
1. C4D shader (procedural texture, layer texture shader, etc)
2. Baking resolution (0.5k, 1k, 2k, 4k, etc)
3. Baking bit depth (8bit or float)
4. Octane UV Projection input
5. Octane UV Transformation input
The output would be equivalent to a ImageTexture node.
Right now I have to manually bake such a C4D texture to a file, which is then manually input using an Octane ImageTexture node, which is barely manageable for more than a few textures.
One good use of it would be when using C4D texture on a light (there is no material there, and no way to control baking resolution etc).