Dear all,
Upfront my apologies for a possible dumb question. Still learning every day.
After three days of trying, buying and watching Inlifethrill's training i can't get my head around the following:
I need to make an emoji/smiley. I create a yellow glossy material. On the same sphere i have to layer/place the eyes and mouth which is a PNG or TIFF with transparency.
I got it to work in C4D only but in no way i can find out to do this in Octane. Am i missing some sort of 'Alpha" check box which C4D uses? Do i need to render out a separate black/white picture as a matte?
Any help will be much obliged.
William.
HOW TO: Decals or mixing materials by images
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- WilliamNoppen
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- Joined: Wed Jan 13, 2016 10:08 pm
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- Smiley_Sec2.tif (623.39 KiB) Viewed 85809 times
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- Smiley_Sec2.png (35.32 KiB) Viewed 85809 times
check this
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- imagetex-logo.zip
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Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- WilliamNoppen
- Posts: 7
- Joined: Wed Jan 13, 2016 10:08 pm
Many thanks Ahmet,
Although you used a black/white png i think i can track back the procedure of applying a png/tif file in full color.
Although you used a black/white png i think i can track back the procedure of applying a png/tif file in full color.
Sorry to dig up this old thread, but I have a related question.
I also want to apply a decal to an object by mixing two materials, but the mapping for the base material should be uv and the one for the decal xyz(planar). If I was using an image texture this can be easily done by using the projection node. In my case though, I want to use a procedurally generated c4d gradient as alpha (For instance to fade an objects material to different one at at a certain height.).
From what i understand c4d shaders are converted to textures at render time, so shouldn't it be possible to transform/project them as such?
Thanks for your help!
I also want to apply a decal to an object by mixing two materials, but the mapping for the base material should be uv and the one for the decal xyz(planar). If I was using an image texture this can be easily done by using the projection node. In my case though, I want to use a procedurally generated c4d gradient as alpha (For instance to fade an objects material to different one at at a certain height.).
From what i understand c4d shaders are converted to textures at render time, so shouldn't it be possible to transform/project them as such?
Thanks for your help!
You could prerender the procedural C4D texture and apply it in a Octane material like any other texture or use the Baking Texture node. The Baking Texture node is less performant than a prerendered texture, but in complex scenes where the procedural texture reacts to the animation and needs to update it may be well worth the performance hit - and it works pretty automatic.johnny1k wrote:Sorry to dig up this old thread, but I have a related question.
I also want to apply a decal to an object by mixing two materials, but the mapping for the base material should be uv and the one for the decal xyz(planar). If I was using an image texture this can be easily done by using the projection node. In my case though, I want to use a procedurally generated c4d gradient as alpha (For instance to fade an objects material to different one at at a certain height.).
From what i understand c4d shaders are converted to textures at render time, so shouldn't it be possible to transform/project them as such?
Thanks for your help!