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Two material tags - two UV maps

Posted: Wed Jun 10, 2015 2:36 pm
by bleepurchin
Hi there,

I'm looking to have two material tags and have the top one affected by an alpha so I can see the one beneath it (classic cinema 4d technique).

I know the Mix Material will do this but I want to use two different UV projections on my object - one for each tag - and this can only be done with two material tags.

Is this possible in Octane?

I've plaid with the Opacity channel thinking it would act like the native C4D material alpha channel - it doesn't.

Whats the answer please guys?
Cheers,
L.

Re: Two material tags - two UV maps

Posted: Wed Jun 10, 2015 2:54 pm
by guigui441987
Hi in the Octane world bro.

You can't drop two materials on a same object with octane.
It's very very boring .
If you want to see a material on a other one in a specific area, you have to unwrap your UV and merge yours textures by yourself in photoshop .

It's a techniques

Re: Two material tags - two UV maps

Posted: Wed Jun 10, 2015 3:06 pm
by bleepurchin
Oh... well that certainly complicates things... not for all those tech heads though right!? They be unwrapping UVs and wanting more! :lol:

Cheers!

Re: Two material tags - two UV maps

Posted: Wed Jun 10, 2015 7:44 pm
by aoktar
its not working like that. It's easier to implement in cpu renderers. we have mix material and textures and built-in transform node. you can simulate same results by this methods.

Re: Two material tags - two UV maps

Posted: Fri Jun 12, 2015 6:24 am
by bepeg4d
Hi bleepurchin,
do you mean something like this?
Schermata 2015-06-12 alle 08.16.47.jpg
you can use a mix material but you can use also a mix texture node inside a material and you can set different projection per any texture.
mix-texture.zip
(97.98 KiB) Downloaded 238 times
ciao beppe

Re: Two material tags - two UV maps

Posted: Fri Jun 12, 2015 8:10 am
by bleepurchin
Ah I seeeee!

Yes that looks about right... I've not plaid with a node based setup yet... kind of seems to me like it should be possible with less of a setup than that though... ie - two tags one alpha - end of!

well at least its possible! :D

Cheers!
L.

Re: Two material tags - two UV maps

Posted: Mon Jun 15, 2015 1:38 pm
by sphericall
aoktar wrote:its not working like that. It's easier to implement in cpu renderers. we have mix material and textures and built-in transform node. you can simulate same results by this methods.
I understand thet GPU renderer has its own limitations, but the interface of transforming the UV coordinates somewhere deep in the material properties is higly uncomfortable for me. There is also option to use the External transform object to control the texture placement, taken from another object. But it is possible only for Box, Cyllindricall, Perspective (?) and Spherical. There is no option to use it for simplest planar projection.
For me it is big disadvantage of the Cinama&Octane brotherhood ;)

Re: Two material tags - two UV maps

Posted: Mon Jun 15, 2015 2:26 pm
by bepeg4d
hi,
in my opinion, ahmed has made a great job with the difficult task of adapting Octane in the c4d material system, but the octane material system is node based, so, to get the max, you have to switch to the node-graph where you can use the same transformation node with many different nodes or easily create different versions of the nodes, and select anyone for tuning with a click and much more ;)
and the new c4d node-graph by ahmed rocks, give it a try :)
ciao beppe

Re: Two material tags - two UV maps

Posted: Mon Jun 15, 2015 5:35 pm
by sphericall
bepeg4d wrote:hi,
and the new c4d node-graph by ahmed rocks, give it a try :)
ciao beppe
OK. I'll try. I promise ;)

Re: Two material tags - two UV maps

Posted: Mon Jun 15, 2015 5:47 pm
by aoktar
For some clarifications, some implementations are much easier to do for a cpu renderer. Because cpu renderers can calculate per pixel shadings in plugins. You can inject some cpu shaders in callbacks on pixel samplings. But in Octane or some other gpu renderers, we can't directly inject a cpu code to run. Problems start at this point. We have to convert all data and material/shaders to some appropriate format and send to renderer. Even If we can simulate all shaders, still we have some problems. Need to generate custom copies of a material for each different objects. So just this is very unpractical usage for resulting amount of shaders and also capacity plus complexity. This is just a simple explanation tryout for you. Things can be easily very complicated for very simple request. I hope this may be a little understandable!