When using C4D noises and standard renderer and then applying a Stick Texture tag to an object, you can deform the object and the noise texture will stay in place on the surface. Without the tag the noise travels through the object surface when being deformed.
However, the Stick Texture tag has no affect on Octane noises. The noise texture does not stay locked to the object surface. Anyway to get Octane noises to stick? I’m using the XYZ to UVW projection which means its a ‘3D’ noise correct?
The reason for doing this is its an easy way to get a uniform, no seams texture on an object. This particular object is proving to be a pain to UV map without any seams.
Thanks for any help.
standard with stick texture
[youtube]https://youtu.be/FMyQTsuL9CM[/youtube]
standard no stick texture
https://youtu.be/nY6f1lFopXA
octane with stick texture
https://youtu.be/DOIEEFMG8e8
Stick Texture for Octane noises using XYZ to UVW projection?
Moderators: ChrisHekman, aoktar
I cant get that first link to work. Weird.
iMac 4.2 GHz 40GB RAM | OS 10.13.6 C4D r20 Octane 4.02.1-R3 | Akitio Node with GTX 1080 Ti | Nvidia driver 387.10.10.10.40.122 | Cuda 410.130
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
- shinybinary
- Posts: 3
- Joined: Sat Oct 22, 2016 7:58 pm
You could use a C4D noise shader in your Octane material instead, then the stick texture tag should work with your material tag's projection.
Just make sure the resolution of the c4d shader is set to a decent amount in the material's common tab.
Just make sure the resolution of the c4d shader is set to a decent amount in the material's common tab.
rather than c4d noise, use octane noise with uvmapping but give cubic coordinates in texture tag.
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
If I use a C4D noise shader in my Octane material its converted to a bitmap and thus 2d while in a standard material the noise exists in a 3d volume. Thus no seams or distorting due to mapping type.
If I use octane noise with uv mapping but give cubic coordinates in texture tag, still produces seams. Assuming I set it up correctly.
I attached a file showing how I set these things up to get quick seamless distortion free textures. Basically I set my texture tag to a flat projection and the Octane noise to XYZ to UVW. You also notice in the image I attached that I need mix between to textures vertically. Forgot to mention that in my first post. Oops.
The only problem with XYZ to UVW noise is that if you distort the mesh, the noise does not distort with the mesh. If only the Stick Texture worked.
Oh well. I guess I need to get a UV map to work. Ugh. I suck at UV's.
Thanks for your feedback!
If I use octane noise with uv mapping but give cubic coordinates in texture tag, still produces seams. Assuming I set it up correctly.
I attached a file showing how I set these things up to get quick seamless distortion free textures. Basically I set my texture tag to a flat projection and the Octane noise to XYZ to UVW. You also notice in the image I attached that I need mix between to textures vertically. Forgot to mention that in my first post. Oops.
The only problem with XYZ to UVW noise is that if you distort the mesh, the noise does not distort with the mesh. If only the Stick Texture worked.
Oh well. I guess I need to get a UV map to work. Ugh. I suck at UV's.
Thanks for your feedback!
- Attachments
-
- octane noise xyz to uvw with gradient.zip
- (879.25 KiB) Downloaded 180 times
iMac 4.2 GHz 40GB RAM | OS 10.13.6 C4D r20 Octane 4.02.1-R3 | Akitio Node with GTX 1080 Ti | Nvidia driver 387.10.10.10.40.122 | Cuda 410.130
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
If I'm understand you correctly, how about manually baking out your 3D texture when you have it looking correct, undeformed, and jumping to standard 2D texture in UV space? Then you can deform the surface anyway you want.
Animation Technical Director - Washington DC
I need to give that another try. My UVs have seams where I dont want them and I can't seem to find away around that. Is it possible to bake a 3D noise texture onto a less then perfect UV map in a seamless way? That would be awesome but I wasn't successful the first time I tried. Haven't done much baking.
Thanks for the help!
Thanks for the help!
iMac 4.2 GHz 40GB RAM | OS 10.13.6 C4D r20 Octane 4.02.1-R3 | Akitio Node with GTX 1080 Ti | Nvidia driver 387.10.10.10.40.122 | Cuda 410.130
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
The UV map doesn't have to be perfect, but I'd at least do an auto-unwrap and a little tidying and scaling to make good use of your texture space. You don't want a bunch of unnecessary UV edges or any overlapping. Depending on where your seams are, you may want to take the resulting texture into Body Paint for a little touch-up while on the model if you got some little artifacts here and there. Based on what you posted, it seems like a reasonable approach.
Animation Technical Director - Washington DC
Finally got it! I was having troubles at first because I had my texture tag (pre bake) set to flat. It was easier to get a top to bottom blending I was after. I was hoping I could bake the flat projection onto my UV map. That didn't work of course. Anyway, with a bit of re-arranging of my UV islands I got it to work with my texture tag set to UVW.
Thanks again for the advice. Got me working on my UV skills which I'm sorely lacking.
Thanks again for the advice. Got me working on my UV skills which I'm sorely lacking.
iMac 4.2 GHz 40GB RAM | OS 10.13.6 C4D r20 Octane 4.02.1-R3 | Akitio Node with GTX 1080 Ti | Nvidia driver 387.10.10.10.40.122 | Cuda 410.130
Windows 10 Network Render System with Four GTX 970s, Same Octane Version
Windows 10 Network Render System with Four GTX 970s, Same Octane Version