i have a character/armour cached with mdd loaded into c4d.
i textured it in part procedurally, many parts, not much time to properly uv it all.
the problem is that dirt i put on procedurally moves on the object and is not fixed to it.
its like its set to world space. every mapping type has the same actual problem.
its such a pita that i have to go back and retexture the whole damn model after suffering 100 crashes to texture it in the first place.
this issue does not occur with redshift.
working with octane is such a struggle sadly. i was hoping it will get better but then you go out and announce v4. i dont get you guys.
MDD cache and noise mapping
Moderators: ChrisHekman, aoktar
Hi,
the Octane Dirt shader is similar to the Proximal c4d shader, so it always interact with geometry, unless you bake it.
ciao Beppe
the Octane Dirt shader is similar to the Proximal c4d shader, so it always interact with geometry, unless you bake it.
ciao Beppe
hi beppe,
i always appreciate your reply.
sorry but i didnt mean the dirt map, i used the noisemap as dirt/mud on an object.
i cant get that mud to stick to the model with any other mapping then UV.
for instance if i have box mapping, the noise will remain stay static as my model is moving.
i always appreciate your reply.
sorry but i didnt mean the dirt map, i used the noisemap as dirt/mud on an object.
i cant get that mud to stick to the model with any other mapping then UV.
for instance if i have box mapping, the noise will remain stay static as my model is moving.
Hi,
the noise should move only if the Position parameter is set to World Space, instead of Object Space in the Projection node.
Please. have a look at this scene, the object on the left is in World Space, while the object on the right is in Object Space: ciao Beppe
the noise should move only if the Position parameter is set to World Space, instead of Object Space in the Projection node.
Please. have a look at this scene, the object on the left is in World Space, while the object on the right is in Object Space: ciao Beppe
i understand that but that is the problem.
the noise is not fixed even in object space but is the mesh is animated with point cache mdd, the noise does not stick to object.
tried other renders and it works as intended. not in octane.
there is a screencap below. you can see the patterns looks different on two models.
the noise is not fixed even in object space but is the mesh is animated with point cache mdd, the noise does not stick to object.
tried other renders and it works as intended. not in octane.
there is a screencap below. you can see the patterns looks different on two models.
- renderingz
- Posts: 153
- Joined: Fri Nov 06, 2015 12:09 pm
Yep, texture projections on deformed meshes hasn't worked for ages, even with a stick texture tag. Just make an object with noise box mapped and use a displacer and you'll see.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
You need to use box projection from texture tag and use Octane uv projection. Texture tag projection will be converted to uvs by internally.renderingz wrote:Yep, texture projections on deformed meshes hasn't worked for ages, even with a stick texture tag. Just make an object with noise box mapped and use a displacer and you'll see.
If you use octane box projection with object space then it will not stick to animated faces, just to pivot center. This is logic of plugin.
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
thanks,
so cubic projection in the texture tag and uv projection in the octane map?
my main question here is:
is it possible to have noise mapped onto an animated object without UV map?
the whole point for me was using dirt and procedural noise to texture some objects without having it all uv mapped.
is this not possible with movable objects?
i have to test it yet but does the setting "mesh uv" always take the uv unwrapped data or the mapping set in the tag properties such as spherical, cubic etc.
so cubic projection in the texture tag and uv projection in the octane map?
my main question here is:
is it possible to have noise mapped onto an animated object without UV map?
the whole point for me was using dirt and procedural noise to texture some objects without having it all uv mapped.
is this not possible with movable objects?
i have to test it yet but does the setting "mesh uv" always take the uv unwrapped data or the mapping set in the tag properties such as spherical, cubic etc.