I just now realized that Octane must use only its own materials, so I have some questions.
Does this work with animated textures? For example on a piece of geometry I animate the UV or scale of a texture. That will be ignored by Octane, right?
Are there alpha channels for materials? For example, is it possible to make a black and white bitmap image and then use that as an alpha channel/mask, so that only part of the geometry is rendered?
Alpha channels and animated textures
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Hi meshlife,
the best way of doing animation is to work with an integrated plugin, in this way any kind of parameter can be animated based on the animation capabalities of the host application.
For example, with c4dOctane you can animate everything, what is your host application?
About alpha channel, yes sure, you can hide part of geometry with an image with alpha (or a grayscale image) in the opacity channel, the Alpha shadow option must be active in the kernel settings. Just take in mind that with Octane, the rendering is faster without alpha in opacity, eg, a tree with leaves made by single polygons with alpha is less efficient than a tree with modelled leaves.
ciao beppe
the best way of doing animation is to work with an integrated plugin, in this way any kind of parameter can be animated based on the animation capabalities of the host application.
For example, with c4dOctane you can animate everything, what is your host application?
About alpha channel, yes sure, you can hide part of geometry with an image with alpha (or a grayscale image) in the opacity channel, the Alpha shadow option must be active in the kernel settings. Just take in mind that with Octane, the rendering is faster without alpha in opacity, eg, a tree with leaves made by single polygons with alpha is less efficient than a tree with modelled leaves.
ciao beppe
Hello and thanks for the reply. I'm still figuring out the host. Right now it will be either Maya or Blender, and I might do something in Houdini, but I agree it should be one host.
What I do is use a grayscale bitmap that is just black and white. For example black and white stripes. I use this in the alpha channel, so the object appears to be cut into tiny stripes. I then animate the texture so the stripes move, and you can see through to the other side of the object. My understanding was that Octane can't use such materials that I make in Maya, so I was wondering if I had to (and could) recreate that with Octane materials. Please see this image as an example and let me know:
http://www.elcmedia.com/cyl1.jpg
Thank you.
What I do is use a grayscale bitmap that is just black and white. For example black and white stripes. I use this in the alpha channel, so the object appears to be cut into tiny stripes. I then animate the texture so the stripes move, and you can see through to the other side of the object. My understanding was that Octane can't use such materials that I make in Maya, so I was wondering if I had to (and could) recreate that with Octane materials. Please see this image as an example and let me know:
http://www.elcmedia.com/cyl1.jpg
Thank you.
Hi meshlife,
yes sure, no problem to obtain such a shader with Octane material, just use your tex in the opacity channel in a diffuse or glossy Octane material and animate the transformation values of the image. Unfortunately, as I'm not a Maya user, I cannot be more specific, sorry.
Here is a couple of links to the Maya documentation:
https://docs.otoy.com/manuals/products/ ... materials/
https://docs.otoy.com/manuals/products/ ... ray-scale/
ciao beppe
yes sure, no problem to obtain such a shader with Octane material, just use your tex in the opacity channel in a diffuse or glossy Octane material and animate the transformation values of the image. Unfortunately, as I'm not a Maya user, I cannot be more specific, sorry.
Here is a couple of links to the Maya documentation:
https://docs.otoy.com/manuals/products/ ... materials/
https://docs.otoy.com/manuals/products/ ... ray-scale/
ciao beppe
