Via vertexmap tags or effectors. But it may not be well if you have animated distribution objects. Other than this I'll advice to use cloners.tobycat12 wrote:For the grooming options offered by using the hair system. I am not aware of how you could achieve this via octane scatter.
Cinema 4d Hair
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Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hi Akotar,
We're hoping you can include an option to make octane materials more compatible with C4D hair. C4D Hair material has a standard texture for the 'color' channel that will give every hair a uv map (suitable for feathers on cards), but also add a 'roots' or 'tips' node where you can use the body texture in order to determine color distribution per hair.
Would this be possible? Hopefully my attatchment helps.
We're hoping you can include an option to make octane materials more compatible with C4D hair. C4D Hair material has a standard texture for the 'color' channel that will give every hair a uv map (suitable for feathers on cards), but also add a 'roots' or 'tips' node where you can use the body texture in order to determine color distribution per hair.
Would this be possible? Hopefully my attatchment helps.
You can only give different colors to per hairs by root texture. Also you can generate some gradient accross hairs by using w_coordinate texture. You can mix two textures via w_coordinate value to give different colors from root to tips.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw