displacement channel in mixmaterials breaks my setup

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freshpj
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Posts: 3
Joined: Fri Nov 21, 2014 7:53 pm

hi there

Im using the octane plugin in cinema 4d. I'm currently struggling with a problem i cant find a solution for:

I have two materials combined with a mixed material. one of them is a specular material with all the stuff i need. the other one is a diffuse material in which i only use the emission channel, since there is no emission channel
for the specular material. for this setup i need displacement, so i placed a displacement map into the "use displacement" channel in the mix material. but as soon as i do that, the light emission doesnt work anymore...

Is this a limitation of octane or am i missing something?

would be so great to hear from you. :D

cheers
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bepeg4d
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Hi,
probably you have the opacity of the diffuse emitter at 0, this destroy the emission.
But you can have a specular material with emission without mixing ;)
Here is the two methods:
Screen Shot 2015-11-20 at 17.15.22.png
At the left, a single specular material with scattering medium and emission, on the right a specular material mixed with a diffuse material. Both versions have the displacement active.
Here is the scene:
SpecularEmitterDisplacement.zip
(868.13 KiB) Downloaded 352 times
ciao beppe
freshpj
Licensed Customer
Posts: 3
Joined: Fri Nov 21, 2014 7:53 pm

hi bepeg4d

thanks a lot for your reply. this helped a lot!

i used the texture emission in the channel which didn't work... or am i missing something too there...? :D

but the blackbody emission with a texture assigned works just fine.

to explain what i'm doing if you're interessted:

i modeld, textured, uv unwrapped a jellyfish tentacle in zbrush. after i generated color, displacement and normal maps i brought everything over to c4d. the idea is to have a light puls that moves downwards from top to bottom of the tentacle. so not the whole tentacle starts to emitt light, its a light that travels through. so one solution i have right now ( after your great tips! thanks a lot for that!) is to bring in an animated black/white texture into the opacity channel. with the blackbody emission on, this should work like a charm. but then i can only drive the color of the light via the temperature setting, right?

can i drive the color of the light with a texture emission? i think so, right? i tested that but it doesnt seem to work with the displacement on in the mixed material..

i would be super happy if you could help me but i would also understand if you have better stuff to do than explaining me all that..! :D its not that i'm not trying to figure out all that stuff by my self...

have a nice day
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bepeg4d
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Hi,
very interesting project you have! When ready, I would like to see the final result if possible ;)
For coloring the emission, you can use a blackbody node with 6500k temperature, or simply use a Texture emission node, and use in the texture pin an RGB or Gaussian Spectrum node.
Here is the same scene as before with the wavelength animated on both:
Screen Shot 2015-11-23 at 16.10.15.png
SpecularEmitterDisplacementColor.c4d.zip
(83.95 KiB) Downloaded 286 times
ciao beppe
freshpj
Licensed Customer
Posts: 3
Joined: Fri Nov 21, 2014 7:53 pm

hi beppe

well, it will take quite a while because this tentacle, as you might guessed, is part of a jellyfish, which is fully rigged and is part of a short movie i'm working on... but once the jellyfish is done i would love to get some feedback!
if you have freetime and you are bored and dont need money you could help me?? hehe ;)

Thank you so much for all your help! i'm on a good track now.

cheers

fred
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bepeg4d
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I'm very curious, can't wait to see the rigged jellyfish in action :)
No so much free time in this period, but if you get stuck, don't hesitate to drop a line here ;)
ciao beppe
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