It is my understanding that the color shader cannot be read by octane displacement. I have a set of cloned spheres change material by using a color shader in the mix channel (the color shader references a gradient sweep across a plain). I was hoping to get the same result in the displacement using the c4d layer mask but it doesn't work, can anyone think of a work-around where I can reference a flat greyscale projection across the clones in the mix channel?
This is how i'd hoped it would have worked with the color shader feeding into a layer mask:
