I believe you confused due update problems on stacked materials. It may not update sometimes properly on renderer. See this sceneLanceClayton wrote:Thanks Aoktar, I do appreciate the help. When I get a moment I'll prepare a bare bones project file showing my problem and perhaps when you see the issue that I get then we will further align on understanding of the challenge that I'm struggling with and what I'm missing.
At current, I understand your explained method for decals when layered atop a diffuse or glossy material, and I can get that working no trouble after the clear explanations here. But that stacking method doesn't work atop a mix material (as you noted)....that's why I have to stick with my workaround on this project for the time being.
How to Disable Texture Tiling?
Moderators: ChrisHekman, aoktar
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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
When working with alpha in the Opacity input you can only use black/white and gradients in-between. When a png is used, like in aoktars example, the image texture type should be set to Normal. However, if a PSD is loaded with a separate alpha channel the Type must be set to Alpha. Border mode and Type is key in what you are trying to achieve. Make sure you are using ImageTexture node and not Bitmap, check the Node editor.LanceClayton wrote:Thanks again Aoktar.
Where would you load an unique shaped alpha logo (mulit-coloured PNG perhaps) so that it sits nicely on the cylinder without tiling around.
Lance
Mac Studio M2 Ultra | 24 Core CPU | 76 Core GPU | 128 GB RAM
macOS Sequoia 15.1 | Cinema 4D 2025.0.2 | OctaneX 2024.1-R3
macOS Sequoia 15.1 | Cinema 4D 2025.0.2 | OctaneX 2024.1-R3
if your logo png does have an alpha channel, put it in an image texture node, connect it to the opacity and change the type to Alpha with in the image texture node
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