Hi
I'm trying to create a dust effect, where a diffuse material lies on top of an object. In non-octane world I go to my C4d material Alpha>Texture and apply a Falloff gradient in the y direction, hey presto I have dust settling on the top of my object.
How would I do this with an Octane mix material? falloffmap faces the camera, so I can't see it's that. Any help would be gratefully appreciated!
Thanks
Diz
Dust
Moderators: ChrisHekman, aoktar
Ciao bepeg4d!
Thanks very much for your time with this. Thanks to you I have discovered what the Sine Wave texture generator does! However, I am having trouble assigning a suitable transform to my model, I get the effect on a primitive but not for my model. Would it be possible for you to PM me your scene, so I can understand the voodoo that it is at work here? I noticed for the arms on your figure that the 'dust' is settling at the ends and not the top of the mesh, so presumably I would have to apply a different material if any part is oriented differently?
Grazie mille per il vostro aiuto!
Thanks very much for your time with this. Thanks to you I have discovered what the Sine Wave texture generator does! However, I am having trouble assigning a suitable transform to my model, I get the effect on a primitive but not for my model. Would it be possible for you to PM me your scene, so I can understand the voodoo that it is at work here? I noticed for the arms on your figure that the 'dust' is settling at the ends and not the top of the mesh, so presumably I would have to apply a different material if any part is oriented differently?
Grazie mille per il vostro aiuto!
you can check projection types. There is also xyz(world) transform
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
hi Diz,
yes you are right about the position of the dust on the arms... i was too lazy to fine tuning the projection on arms and feets
this way works better for simple geometry, here is the scene corrected so you can check: for complex geometry is better to use the dirt node for driving the dust.
yes you are right about the position of the dust on the arms... i was too lazy to fine tuning the projection on arms and feets

this way works better for simple geometry, here is the scene corrected so you can check: for complex geometry is better to use the dirt node for driving the dust.