Sorry but that's not clear to me. Here i'm writing all you need to know:
Materials: I don't convert and recreate a Octane shaders from c4d shaders as noise/etc.. This is a wrong idea. I just render/bake this shaders as images and apply as an imagetexture.
Volume texture: Here i'm running each texture on cpu and calculate voxel density.
In either, any parameter is not meaningful to octane. It just interests with results. So there is not any logic that it ignores a parameter. Just a problem with how you generate an update message or trying to get 3d sampling to 2d space.
Make the noise inside the volume object animate?
Moderators: ChrisHekman, aoktar
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
Btw, i can see now what you mean. Sec!
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
Any update on this?
I'm struggling to get this to work as well.
I understand Octane needs to get information that something is changing and doesn't see the animated noise as a parameter that communicates a change. Apparently we can work around this by adding keyframes to the material.
But how exactly ? Do we change a value a little over time, or does it need 1 keyframe at the beginning. Or does every single frame need a keyframe ?
It's still not really clear to me how this works.
I've got a animated noise material (speed/movement -> see attachment) and I can't get the animated noise to render properly.
I'm struggling to get this to work as well.
I understand Octane needs to get information that something is changing and doesn't see the animated noise as a parameter that communicates a change. Apparently we can work around this by adding keyframes to the material.
But how exactly ? Do we change a value a little over time, or does it need 1 keyframe at the beginning. Or does every single frame need a keyframe ?
It's still not really clear to me how this works.
I've got a animated noise material (speed/movement -> see attachment) and I can't get the animated noise to render properly.
Just add 2 keyframes at start and end of animation with slightly different values. I usually do it on the movement parameter on one of the axes... In your case I can see u have 15 in the movement, so I'd add 15 at first frame, and 15.01 on last. This way the change will be insignificant visually, but will trigger refresh on the texture.
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- jeremyshin
- Posts: 106
- Joined: Thu May 04, 2017 5:59 pm
Hi guys,
I might be a little annoying but I can't get it to work too, even after reading almost all the posts talking about the subject.
I keyframed at start the "movement" (15 cm for exemple) and another keyframe at the end (15.1 cm), nothing moves in the live viewer.
"Animation speed" set to 0.2 is working but thats not what i am trying to achieve. I want to use the movement on a certain axis of my noise.
Could someone post something more detailed with some screenshots or video to be sure i didnt miss nothing ? That would be awesome ^^
Thanks !
I might be a little annoying but I can't get it to work too, even after reading almost all the posts talking about the subject.
I keyframed at start the "movement" (15 cm for exemple) and another keyframe at the end (15.1 cm), nothing moves in the live viewer.
"Animation speed" set to 0.2 is working but thats not what i am trying to achieve. I want to use the movement on a certain axis of my noise.
Could someone post something more detailed with some screenshots or video to be sure i didnt miss nothing ? That would be awesome ^^
Thanks !