MDD cache and noise mapping

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

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crackfox
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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.
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bepeg4d
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Hi,
the Octane Dirt shader is similar to the Proximal c4d shader, so it always interact with geometry, unless you bake it.
ciao Beppe
crackfox
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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.
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bepeg4d
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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:
Screen Shot 2018-05-15 at 15.49.07.jpg
StickyNoise.zip
(118.09 KiB) Downloaded 154 times
ciao Beppe
crackfox
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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.
Attachments
pattenrnoise.jpg
renderingz
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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.
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aoktar
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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.
You need to use box projection from texture tag and use Octane uv projection. Texture tag projection will be converted to uvs by internally.
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.
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crackfox
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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.
crackfox
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@aoktar:

this does not seem to be the case.

i did some tests again, see screenshot.

- mesh has a cubic projection as a texture tag
- the material map is set to mesh uv
- the texture still does not stick to the animated mesh
Attachments
texture_issue.jpg
crackfox
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i really think its pretty shameful that you will just ignore this problem/post after i did my best to illustrate the problem.
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