Ways to texture landcape?
Moderators: ChrisHekman, aoktar
Hi Mibu,
Probably a MixMaterial with two materials for rock and grass and your shader (to define flat and steep places) as the amount of the MixMaterial if the C4D Shaders (2D) of the plugin support it. Or a bake of this shader in grayscale imported as amount of the MixMaterial.
Is it what you need?
Probably a MixMaterial with two materials for rock and grass and your shader (to define flat and steep places) as the amount of the MixMaterial if the C4D Shaders (2D) of the plugin support it. Or a bake of this shader in grayscale imported as amount of the MixMaterial.
Is it what you need?
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Sorry for my bad english...
Sorry for my bad english...
MixMaterial needs float (grayscale) informations for the amount of the mix between rock and grass. I don't know how you define the position of grass and rock but all you need is to extract this information as a grayscale map in an usable way for the function "Shader to texture" of the plugin or with a bake to a grayscale bitmap. What's your technique to define grass zones and rock zones?
Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...
In C4D I used Alpha with "Falloff" set to "world" or "object" 0,1,0. But if I tried it in Octane it doesn't work.
If I use second method with B&W texture for float texture in MixMaterial it works only in Z and X axes
I found "shader to texture" in settings, but I don't have any experiences with that (nothing happens if I click at three dots).
Sorry for my English.
If I use second method with B&W texture for float texture in MixMaterial it works only in Z and X axes

I found "shader to texture" in settings, but I don't have any experiences with that (nothing happens if I click at three dots).
Sorry for my English.
what's is the falloff? fresnel or fallofmap of octane? where is the "world" or "object" options? Sorry but you can't evaluate any c4d shaders in 3d space.Mibu wrote:In C4D I used Alpha with "Falloff" set to "world" or "object" 0,1,0. But if I tried it in Octane it doesn't work.
If I use second method with B&W texture for float texture in MixMaterial it works only in Z and X axes
I found "shader to texture" in settings, but I don't have any experiences with that (nothing happens if I click at three dots).
Sorry for my English.
You should try octane's texture types with projection parameters.
Also "shader to texture" is the converting of c4d's shaders(2d) to images. There is some info in manual
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
"Falloff" under "effect" in C4D shader - way how I made that in C4D. I know, with Octane I have to use Octane shaders, but I didn't find any similar shader which can make the same effect. It is my problem. I don't have many experiences with texturing in Octane so I tried put question here If there is any other way.
I've tested with a Dirt in the amount of a MixMaterial. It should work. Maybe you will need to fine tune to have a closest result to the C4D version but the basis of what you need is the Dirt node i think.
Or a bake to texture of your C4D falloff if it isn't animated...
Or a bake to texture of your C4D falloff if it isn't animated...

Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
Sorry for my bad english...
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
I tried a dirt to mix grass and rock on a rocky landscape.Ended up with this.
The mesh was a fractal generated in meshlab and saved as an obj file.Uv and materials were applied directly in Octane Stand alone.
One thing I've found is that the standard daylight system lighting is far to harsh, so i set the sun size to 30 , the turbidity to high and compensated by increasing the sun power up past 1. The shadows and the daylight are not so harsh now.
The mesh was a fractal generated in meshlab and saved as an obj file.Uv and materials were applied directly in Octane Stand alone.
One thing I've found is that the standard daylight system lighting is far to harsh, so i set the sun size to 30 , the turbidity to high and compensated by increasing the sun power up past 1. The shadows and the daylight are not so harsh now.
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- rocky landscape.orbx
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