C4D version: 2024.4.1
Octane version: 2023.1.2
I've searched and searched and haven't found a solution (though I know it exists).
I have a simple grid cloner made up of cubes and I have a standard C4D material that's projected onto the cloner and then has the "fit to object" command applied to the material tag so that the footage file that's referenced in the "luminance" channel is composed of thousands of small rectangles (see attached image). The full material is "stuck" to the clones so that when they're animated the image breaks apart and actually moves in 3D space.
When I try to move over to Octane, I can't seem to get this to work. I'm pretty sure I need to somehow convert the projection in the material tag to a uvw node in my octane shader, but I don't know how to do that. Can anyone point me to a tutorial or send a step by step for how I might do this? Is using the octane scatter object a possibility?
Sticking Footage to Clones
Moderators: ChrisHekman, aoktar
Hi,
another approach is to use the MoGraph Cloner in Render Instance or Multi Instance mode, use a MoGraph Shader Effector for coloring the clones, then use an Octane Instance Color node to get the color of the clones in Octane: ciao,
Beppe
another approach is to use the MoGraph Cloner in Render Instance or Multi Instance mode, use a MoGraph Shader Effector for coloring the clones, then use an Octane Instance Color node to get the color of the clones in Octane: ciao,
Beppe
This method worked for sticking the image across the clones. However, the image is very low-res (rasterized). Is that a function of the method where the detail in the image is dependent on the number of clones, or is there something I can do to increase the resolution? The image below is my octane live viewer. My image is 4000x2520.
Ok, sorry, my suggestion was not good for your case, since you should need a clone per pixel, so too small.
Then, another solution could be to use a plane with same number of subdivisions as the number of clones, then use the Disconnect command in Polygon mode, with Preserve Groups option disabled, and use a MoGraph Effector in Deform/Polygon mode for moving the mapped tiles: ciao,
Beppe
Then, another solution could be to use a plane with same number of subdivisions as the number of clones, then use the Disconnect command in Polygon mode, with Preserve Groups option disabled, and use a MoGraph Effector in Deform/Polygon mode for moving the mapped tiles: ciao,
Beppe
I think I understand what you're suggesting with polygon deformation. Would this work with multiple effectors though? I'm using multiple effectors to get the clones to animate in a particular way (disregard the Shader effector; that was for the last method you suggested):