Texture projection not displaying correctly in viewport

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

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dh921911
Licensed Customer
Posts: 34
Joined: Sun Jul 12, 2015 1:38 pm

Hey guys,

I feel like this might be a limitation, but just in case it's not, I wanted to see if there's a solution.

I'm working on a control panel/interface. Designing the texture in After Effects and exporting that as a .PSD (8196x4096) for Octane.

When I load the texture on my flat polygon selection (Texture Tag = UVW, RGB Texture = Box with Transform x=2 y=1) , a rough representation of it also gets loaded into the C4D viewport as expected. I haven't done any precise texturing with Octane yet, so the accuracy of the C4D viewport hasn't really mattered.

But it this scenario, I need the C4D viewport texture display to be correct because I have many objects that need to be placed based on the texture.

My issue is that the texture in the C4D viewport is not displayed correctly, which will make it really difficult to accurately place the objects.
Octane_C4D_TexViewport.jpg
Octane_C4D_TexViewport_02.jpg
1. Is there a way for the C4D viewport to display the texture projection correctly (including transformations made to the texture)?
2. Not as big of a deal, but any way to increase the quality of the displayed texture?

Thanks!

P.S. After a few months of testing out Octane for various personal projects, this is the first client project using Octane at work.. so that's pretty exciting!
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aoktar
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It's not possible to obtain correct presentation of box/cylinder/spherical/... kind of projections in viewport. Opengl textures are simply baked textures from octane previews. Why don't you tweak your texture placements in Live Viewer? Its main purpose is to make this.
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dh921911
Licensed Customer
Posts: 34
Joined: Sun Jul 12, 2015 1:38 pm

Yeah, I figured this wouldn't be possible, but just wanted to check!

I certainly use the live viewer for texture placement and adjustments, I was just hoping that a rough representation of those adjustments would be visible in the C4D viewport, because that would make it easier to align objects based on the texture position (having the position/rotation/scale gizmo visible in the same view as the textures being the ideal situation).

I can do it otherwise, just less convenient. Thanks!
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aoktar
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As i described that's about what we have to use. This is nearly impossible as i know without implementing an OGSL shader. It's not possible for me.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
dh921911
Licensed Customer
Posts: 34
Joined: Sun Jul 12, 2015 1:38 pm

Understood, thanks for confirming!
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