Problem: Trying to use a simple emitter that interacts with a plane below it. The ripple shader is set to use the plane (surface of water) and the emitter for the particles. This renders fine in Cinema 4D with the standard or physical renderer, but I'm trying to find a way to use the ripple shader in an Octane material. If I could get the ripple shader to displace the octane material I'd be set.
Any suggestions?
Is there a way to use the ripple shader in Octane?
Moderators: ChrisHekman, aoktar
That was my understanding too. What's funny is that the ripple effect almost worked tied into the Octane Shader. I could see it moving the mesh polygons when plugged into the displacement channel, but it weirdly separates all of the polygons....sort of shatters them. Oh well. For now I did exactly as you suggested, and have rendered a large image sequence that I hope will get me where I need to be. I appreciate the advice.
If/when Otoy implements the procedural stuff, it's gonna be a game changer.
If/when Otoy implements the procedural stuff, it's gonna be a game changer.
Win 10 64 | 4 x Geforce GTX 1070s | i7 6850K | 128GB RAM
Hi,
Disable the angle limit of the Phong tag of your plane. The polygons will not separate anymore with displacement.
Disable the angle limit of the Phong tag of your plane. The polygons will not separate anymore with displacement.

Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...