Going crazy with something that should be so simple, but I can't find a way to achieve it in Octane.
I am looking to do some Terrain Masking. For that I want to generate Slope Falloff & Height Falloff.
The Slope Falloff is easy, with a 'Falloffmap' set to 'Normal vs Vector 90 deg'.
I can't find any Octane shader that can simply poduce a Black/ White falloff in World Y with adjustable Min & Max.
The Octane 'Projection' node, as far as I can see, doesn't have any projection type that can do this. Octane's 'Gradient' node allows no control over projection, always using UVs.
Please, if anyone can point me to the answer so I can then feel stupid for not working it out, I would be very grateful.
Gradient in World Y
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- jayroth2020
- Posts: 486
- Joined: Mon May 04, 2020 7:30 pm
Did you try a Cinema gradient?
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
- jayroth2020
- Posts: 486
- Joined: Mon May 04, 2020 7:30 pm
It is actually simpler than that, if you are willing to use a non-UV projection. Just choose flat and use the texture manipulator as needed for positioning.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Hi,
C4D Gradient shader is a Texture node, and now that it is automatically translated via OSL, it is very handy to use.
But you can also obtain almost the same results with Octane Gradient and a couple of other nodes.
First thing to consider is that Octane Gradient is a Mapping node, not a Texture node, so it is similar to C4D Colorizer shader, and needs a Texture node to work properly.
In the c4doctane version it has a Linear and Radial buttons, to automatically create a SinWave Texture node, to make it works like a c4d Gradient Shader: Then you can create a Projection node, connected to the SinWave node, to change the projection to XYZ to UVW (similar to Planar mapping), for example, and change rotation and scale to adapt the gradient to the mesh: If you use a Spherical or Cylindrical projection, you can have a radial gradient, and so on.
The SinWave node has three different modes, SinWave, Triangle, and SawWave, the default mode: Then you can work with the Gradient node, for mapping more precisely the slope: Hope it helps,
ciao Beppe
C4D Gradient shader is a Texture node, and now that it is automatically translated via OSL, it is very handy to use.
But you can also obtain almost the same results with Octane Gradient and a couple of other nodes.
First thing to consider is that Octane Gradient is a Mapping node, not a Texture node, so it is similar to C4D Colorizer shader, and needs a Texture node to work properly.
In the c4doctane version it has a Linear and Radial buttons, to automatically create a SinWave Texture node, to make it works like a c4d Gradient Shader: Then you can create a Projection node, connected to the SinWave node, to change the projection to XYZ to UVW (similar to Planar mapping), for example, and change rotation and scale to adapt the gradient to the mesh: If you use a Spherical or Cylindrical projection, you can have a radial gradient, and so on.
The SinWave node has three different modes, SinWave, Triangle, and SawWave, the default mode: Then you can work with the Gradient node, for mapping more precisely the slope: Hope it helps,
ciao Beppe
Sadly, the '3D' options of the Cinema Gradient don't work with Octane. It always looks the same, regardless which space (World, texture etc) is chosen & the min & max don't seem to do anything, thank you though.Bulwerk wrote:Yeah a C4D gradient should work. You will need to change the "type" to "3D-Linear" and change the numbers for start and end. It's a little cumbersome but should be usable.
Last edited by decade on Tue Sep 29, 2020 8:36 am, edited 1 time in total.
Yes, this was my 'last resort' method - changing the projection type on the tag. I don't love it as a solution, because then I have to change all the projections of everything else back again, but thank you, it is a fallback option.jayroth2020 wrote:It is actually simpler than that, if you are willing to use a non-UV projection. Just choose flat and use the texture manipulator as needed for positioning.
Beppe, thanks so much. I already knew how the Octane Gradient worked - what I didn't realise was that the 'xyz to uvw' projection was basically a planar projection. That's the missing key I needed, so thank again.bepeg4d wrote:Hi,
C4D Gradient shader is a Texture node, and now that it is automatically translated via OSL, it is very handy to use.
But you can also obtain almost the same results with Octane Gradient and a couple of other nodes.
First thing to consider is that Octane Gradient is a Mapping node, not a Texture node, so it is similar to C4D Colorizer shader, and needs a Texture node to work properly.
In the c4doctane version it has a Linear and Radial buttons, to automatically create a SinWave Texture node, to make it works like a c4d Gradient Shader:
Then you can create a Projection node, connected to the SinWave node, to change the projection to XYZ to UVW (similar to Planar mapping), for example, and change rotation and scale to adapt the gradient to the mesh:
If you use a Spherical or Cylindrical projection, you can have a radial gradient, and so on.
The SinWave node has three different modes, SinWave, Triangle, and SawWave, the default mode:
Then you can work with the Gradient node, for mapping more precisely the slope:
Hope it helps,
ciao Beppe