Cinema 4d Hair

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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tobycat12
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We are using C4D hair system, and we have it down to where we can use the root channel to distribute color. This works in c4d standard render. I know this is possible with octane, but only using regular hair. It doesn't seem possible in octane with feathers. Once we pick something other than 'None' in the c4d hair objects 'Generate' tab (which is how you are able to generate cards/feathers), it breaks and nothing transfers over from the c4d hair material. There is a 'Keep Textures' option, but that only keeps uv info for each individual feather, and there is no way we are aware of in order to distribute color from the underlying base model. What seems to be missing is an equivalent to c4d hair material's 'root' channel so we could distribute the color of the feathers to match the underlying body texture. Is there something we're missing to be able to do this? Is there a workaround? If not, we would like to consider this a feature request.
tobycat12
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Joined: Sat Jul 23, 2016 2:25 am

Just to clarify we’re generating flat card geo from instances in the hairs and are using an opacity map for the shape of our feathers.
tobycat12
Licensed Customer
Posts: 12
Joined: Sat Jul 23, 2016 2:25 am

Wondering if any one has any idea on this issue? The team is still stuck.


Thanks
tobycat12
Licensed Customer
Posts: 12
Joined: Sat Jul 23, 2016 2:25 am

Hi Beppe,

We actually tried the instance color channel and it doesn't work.

Kind regards,

Richard
tobycat12
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Posts: 12
Joined: Sat Jul 23, 2016 2:25 am

Hi @bepeg4d


Any other ideas for this? I tried to message aoktar, I thought he may have an idea.

Thanks

Richard
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aoktar
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I don't think FEATHER object has any UV mapping for roots. Do I miss somethings?
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tobycat12
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Posts: 12
Joined: Sat Jul 23, 2016 2:25 am

Hi Aoktar,

Thanks so much for the reply. Apologize for the confusion, I am not using the feather object but the hair object.

I am working with cinema 4d's hair system and I love the ability to drive hair color by the texture map of my uv'd object that I am trying to add hair to.
My problem is this doesn't seem to work when you either generate cards or instances off the hair system. What I am trying to do is use flat cards and have those also driven by the hair material so each card picks up the color of the texture map from the uved object there being generated from.

I am attaching two screenshots and a zipped file to my test project file with the setup and textures. My team and I are super stuck and any help would be amazing.



Thank you!
Attachments
Example_Test.zip
(706.28 KiB) Downloaded 158 times
Hair_Color_Mapping.PNG.78694069df492ae263493c958581fc3a.PNG
Instance_Plane_Mapping.PNG.7806d9bf7b50f467c0640fde18836444.PNG
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aoktar
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tobycat12,
Why do you choose this way? You can get expected results by cloners or octane scatter.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
tobycat12
Licensed Customer
Posts: 12
Joined: Sat Jul 23, 2016 2:25 am

For the grooming options offered by using the hair system. I am not aware of how you could achieve this via octane scatter.
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