Hello there,
I want to make some animations with vertex map and I found that I'm not able to render in octane properly:
A. With hair. I'm trying to use vertex map with "hair density" inside "hair material", and even on "guides" place in "hair tag", but none of this are updating on render viewer, it is ok in c4d default render.
B. The same with displacer, but in this case I read some questions about this from a 2016 post where it said it was not yet implemented, is it already?. There is some way you can use vertexmap with a displacer inside octane materials?
Thank you,
Using vertex map with Hair and displacement
Moderators: ChrisHekman, aoktar
Hi again,
I've made some tests but still nothing, I see the only way it can works is with guides, not hairs, but, the problem is that octane can place the hairs in the right place with a vertex map, but it doesn't maintain that growing effect, so hair appears or dissappears but we loose that gradient effect.
We can do this as you can see in the picture in Cinema 4d, placing that vertex map into scale channel(for example) of hair material, but I have no idea for this to work with octane render.
Is that possible?, How can we achieve that progressing growing effect with octane?
Hope anyone can help in here, thanks in advance.
I've made some tests but still nothing, I see the only way it can works is with guides, not hairs, but, the problem is that octane can place the hairs in the right place with a vertex map, but it doesn't maintain that growing effect, so hair appears or dissappears but we loose that gradient effect.
We can do this as you can see in the picture in Cinema 4d, placing that vertex map into scale channel(for example) of hair material, but I have no idea for this to work with octane render.
Is that possible?, How can we achieve that progressing growing effect with octane?
Hope anyone can help in here, thanks in advance.
Hi Cristal,
can you explain what you mean by "you have to make an b&w baking first." ?
I need to work with a client's project where hairs density is vertex mapped, & i can't find how to convert the hairy places. (its a medical animation with some special band aid)
Even if you manage to bake the vertex map... still, what do you do with it to have a similar look with octane ??
It's a static mesh so it just need to be done once.
Or should I just simulate hairs with octane scatter ??
can you explain what you mean by "you have to make an b&w baking first." ?
I need to work with a client's project where hairs density is vertex mapped, & i can't find how to convert the hairy places. (its a medical animation with some special band aid)
Even if you manage to bake the vertex map... still, what do you do with it to have a similar look with octane ??
It's a static mesh so it just need to be done once.
Or should I just simulate hairs with octane scatter ??