node editor problems

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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aoktar
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mitchino wrote:Right, I've made a new poly object from the front surface of my label. I've assigned an octane material to it that uses my label image in the diffuse channel. I've gone into body paint and adjusted the UV map so the texture fits properly. So that texture is applied to the label using UVW mapping.

I then duplicate that material and set it to a red colour and use the same image map in the opacity channel, selecting a different layer to use as the mask.

I then apply that material to the label, using the exact same UVW mapping, and it doesn't line up.

Why the hell is this so HARD?
Nothing is HARD to me on plugin. May it be about knowing the every behaviour and limitations in plugin? I don't know how you do the things.
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mitchino
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can you take a look this file and explain to me why the stacked textures don't align?
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aoktar
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It seems like a bug on my side. Use this workaround until it's fixed.
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a1.jpg
Octane For Cinema 4D developer / 3d generalist

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mitchino
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Joined: Thu Jul 14, 2016 4:49 pm

Yes, that sorts it - glad to know it's a bug - I was beginning to go mad!

Earlier I asked whether Octane can use the c4d normaliser shader, or whether it has any way of turning bump maps into normal maps? Does it? Or do I have to convert bump maps to normal maps in another program?
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aoktar
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mitchino wrote:Yes, that sorts it - glad to know it's a bug - I was beginning to go mad!

Earlier I asked whether Octane can use the c4d normaliser shader, or whether it has any way of turning bump maps into normal maps? Does it? Or do I have to convert bump maps to normal maps in another program?
Don't know. As you may know that plugin converts C4D textures to images to able use them. This is slower and non-consistent way for some types. My advice is to use ImageTexture type and manual creations for these kinda usages. We'll write run-time custom shaders when OSL version is available.
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mitchino
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The stacking is working well for me now.

Another problem though - I'm trying to stack a specular transparent plastic material on top of a base material, to add a varnish effect to an area. The specular material has an alpha mask in the opacity channel to restrict it the correct areas. However, it basically renders as shiny black, and I can't see through to the base material below. I thought it might be to do with specular depth settings in the kernel, but they make no difference.

Can I fix this or is it a restriction with stacked specular materials?
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