Blending Dirt and ImageTexture?

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

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gordonrobb
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Cheers mate. I'll take a good look when I get back to my machine with Octane on it.
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MoGrafik
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Hey guys... I'm having trouble here... applying a noise / texture falloff to noise is something I've been trying to achieve with octane for a while, so very excited by the idea that you might have achieved it, blastframe!

... however following your instructions didn't quite work for me sadly. All I got was my grunge textures showing up, no matter what the dirt settings. I don't suppose you could please upload a cinema 4d project file that utilises this? Would be really keen to get this working!
Thanks
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blastframe
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MoGrafik wrote:Hey guys... I'm having trouble here... applying a noise / texture falloff to noise is something I've been trying to achieve with octane for a while, so very excited by the idea that you might have achieved it, blastframe!
Hi MoGrafik, I'd be happy to do a quick tutorial explaining the technique, but first, I want to be clear that I've only been able to get some different-looking procedural effects by blending the noise and dirt. No matter what, the effects I've cooked up are all limited to the default gradient falloff of the Dirt node. If anyone knows a way to mask the Dirt node with noise, I'd love to know!
gordonrobb
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Surely you could use a procedural so that you have a proceduralised dirt pattern (or even different noise texture). That's all I've ever done. Just mix (or multiply, can never rememeber) the dirt output with a procedural and plug it in your tree where you would normally.
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atome451
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There is a lot of possibilities with the node system. Each node taken alone seems to be "not enough" but it's the mix of nodes the big strength of Octane. Here a sample of structure a little bit complex with combination of fallof, gradient, C4D shaders, octane noises, dirt and image textures. It's ugly but it's just a sample... :D
a sample
a sample
the nodes structure
the nodes structure
texture-sample.zip
the C4D file
(983.03 KiB) Downloaded 268 times
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glimpse
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blastframe wrote:This is the result (there is some ambient occlusion, but the streaking in the corners is created by this custom dirt material.
grunge_result.jpg
BlastFrame - awesome result!
Thanks for explanation - It will come handy!
MoGrafik
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Whoa... blastframe... you're really on to something here! Thanks so much for the help, and for the project file! Here's my utilisation of it:

Image

It's kind of what I've been after for a while. It uses the same technique you mentioned first off, Blastframe, only dropping in an imagetexture instead of a noise. The middle cube is what I've been looking to do, the one on the right is pretty extreme, but shows what's going on better.

I'm finding it hard working in c4d without a node diagram, but this is big progress for me! Next step, I'd really like to do something similar, but where the dirt areas reveal another image... think a scattering of moss over concrete. Is this possible?
Thanks again, guys!
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blastframe
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The project files are courtesy of atome451. Great job, atome451 and MoGrafik!

I'm working on a video tutorial on this topic that I'll post here soon. :)
MoGrafik
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Cool, thanks also, atome451!

Just been playing around with similar techniques. Unfortunately I haven't been successful in being able to use an texture based dirt radius on to blend 2 different textures. I would love SO MUCH just to able to load an imagetexture into the radius parameter of dirt, so that this could be applied within a mix texture to mix 2 entire materials. (aoktar and otoy team, if you're reading, please consider this a feature request! - would make octane PERFECT for me!)

On another note, seeing as the multiply node was instrumental in getting this technique, I couldn't find any writing on it in the manual. Is there any information on this, and the other nodes used to blend textures elsewhere?
Thanks again, guys!
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blastframe
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I just posted a video tutorial showing a technique for mixing a dirt map with noise:

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