Hi All,
I was wondering if anyone could advise me if what I'm trying to do is possible or impossible in octane.
In the standard C4D renderer, I frequently used camera projections stacked on other camera projections (to clean up hidden areas for instance). I'm trying the same in Octane, and to say it's painful would be an understatement.
I tried using standard camera projection techniques (the texture is assigned as camera mapping) in Octane and it works...if you don't use an alpha channel.
Next I tried to use texture projections (the texture is assigned as UVW Mapping) built in to Octane, linking the camera in the node editor. Worked fine, though convoluted. Alpha channels however, didn't appear to workhere either (even though I used the same texture projection settings as the diffuse).
Is it possible to stack multiple camera or texture projections using Octane? A mix material isn't going to be too useful, because I frequently use more than 2 projections.
Any help would be greatly appreciated.
Thanks,
Camera projection woes...
Moderators: ChrisHekman, aoktar
- cahaldallett
- Posts: 24
- Joined: Thu Dec 01, 2016 2:08 pm
Win 10 64 | Geforce GTX 1080 x 2 | i7 6850k | 64GB | Octane 3 for C4D
Please read my answers here and post some example scene how you used camera mapping. There's some complex operations when you use alpha in materials with case of stacking usages. Not being a cpu based renderer, things gone very complex underhood and may having some limitations.
viewtopic.php?f=30&t=63432
viewtopic.php?f=30&t=63432
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
- cahaldallett
- Posts: 24
- Joined: Thu Dec 01, 2016 2:08 pm
Hi aoktar,
This is an old thread I'm reviving, because a year later, I'm still not able to do something that is extremely easy to do in physical or standard render. Any help would be really appreciated!
I have a tracked a 3D camera, and from this, I'm projecting a two frames with different cameras along the path. I want to use octane, but I can't for the life of me figure out how to use two projected cameras to create a seamless texture. I've attached several images that show the first patch, the second patch and what the whole thing should look like.
I've tried baking the projections to UVW projections, to get rid of the cameras...couldn't get that to work either
Is what I'm asking even possible in Octane? Thanks sir.
This is an old thread I'm reviving, because a year later, I'm still not able to do something that is extremely easy to do in physical or standard render. Any help would be really appreciated!
I have a tracked a 3D camera, and from this, I'm projecting a two frames with different cameras along the path. I want to use octane, but I can't for the life of me figure out how to use two projected cameras to create a seamless texture. I've attached several images that show the first patch, the second patch and what the whole thing should look like.
I've tried baking the projections to UVW projections, to get rid of the cameras...couldn't get that to work either

Is what I'm asking even possible in Octane? Thanks sir.
Win 10 64 | Geforce GTX 1080 x 2 | i7 6850k | 64GB | Octane 3 for C4D