render flat materials

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fbb
Licensed Customer
Posts: 14
Joined: Mon Sep 17, 2012 10:27 am

hi,

i just started to play around with octane, so maybe there is a super obvious answer to my question.

i just wondered who i can render a complete flat material (for putting in matte paintings or rendering masks)? it should be easy to just plug a color/texture into a material and get it out again without shading, but i can't figure out how to do it since octane has no simple flat material.

anyone knows how to do it?

cheers,
fbb
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

you can add a texture emitter to the material and use the image as the diffuse image AND the texture emitter texture (not distribution)
use a low power and the material will be shadeless.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

To get it completely shadeless, set the reflectance to 0.0 and use the texture only as emitter texture.

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Roeland
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fbb
Licensed Customer
Posts: 14
Joined: Mon Sep 17, 2012 10:27 am

hi,

thanks for the replys. i think i'm just to stupid to completely get it. :roll:

i tried to connect a texture emission into the emitter slot of a diffuse material. there i connected a color to the efficiency or texture node. after that i also connected the color to the diffuse chanel of my material. then i adjusted the distribution and power so it's bright enough to seem shaderless. that looks kind of what i was looking for, but i still don't get the pure color but a brightened up version of it.

@roeland what do you mean by reflectance and texture only? is reflectance an attribute in the shader and texture only a node? if yes, i cant seem to find them? (i only got a reflection attribute in the specular material, but there i can't connect an emitter).

fbb
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

I mean the diffuse input of the material node.

In short, make a diffuse material node, set the diffuse reflection to 0.0, so it is black, and then add an emitter node and assign the image texture to the texture input of the emitter node. Change the power to get the desired brightness. You don't have to change the distribution input.

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Roeland
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