Cinema 4d Hair
Moderators: ChrisHekman, aoktar
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.
I don't think FEATHER object has any UV mapping for roots. Do I miss somethings?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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!
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
tobycat12,
Why do you choose this way? You can get expected results by cloners or octane scatter.
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
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw