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Re: C4D compability
Posted: Fri Apr 21, 2017 9:10 pm
by sagun
Hehe, sure. I am trying all my best to get used to octane. and I know you guys are working so hard.
And also very much looking forward to for multiple uv set support in c4d.
I can see there is an option in Projection node to set 'UV set' but is it working inside C4D ?? I'lm little confused, if it's not working then why is it there ? Is it in WIP ?
Re: C4D compability
Posted: Fri Apr 21, 2017 9:23 pm
by aoktar
sagun wrote:Hehe, sure. I am trying all my best to get used to octane. and I know you guys are working so hard.
And also very much looking forward to for multiple uv set support in c4d.
I can see there is an option in Projection node to set 'UV set' but is it working inside C4D ?? I'lm little confused, if it's not working then why is it there ? Is it in WIP ?
Octane is supporting max 3 uvset but i couldn't yet implement that somehow. I'm using two uvset(2 and 3) for vertexmap and mograph color emulations. I'll try to implement multi-uv on some future releases but before that we should have get real vertexmap and instance color texture node from Octane core. So i can change my alghoritm and use whole sets for you.
Re: C4D compability
Posted: Fri Apr 21, 2017 11:34 pm
by sagun
I see. So uvset are for being used for vertexmap and mograph. Nice to know that and will be exploring that soon too. Any tips on that would be great help

and Good luck with your new alghritm !! Will be looking forward to it.
BTW, I just followed your tip on using multiply nodes and layering textures together and it's working good. But I think I encountered a bug. I initially created for diffuse channel and as soon as it switched to alpha channel the 3D transformations are not working. Attached is the scene file. It sometime works but again if I hit render it doesn't work. If it's too confusing, I will be making a short demo video.
*Attached
Re: C4D compability
Posted: Fri Apr 21, 2017 11:46 pm
by sagun
Just found out that shaders stacking is causing to break the connections somehow. Using Octane Mix for now and it's working. But isn't octane material stacking should have also worked ?
Re: C4D compability
Posted: Sat Apr 22, 2017 6:08 am
by aoktar
sagun wrote:Just found out that shaders stacking is causing to break the connections somehow. Using Octane Mix for now and it's working. But isn't octane material stacking should have also worked ?
When you do this you're in stacking mode for materials. Internal transforms are overwritten by plugin to use transforms of texture tags. Please find manual section with stacking material usage.