Cloner 3d Gradient Transparency

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Hightechmech
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Any workaround on how to make a cloner grid to start from 100% transparency to 0 transparency in Octane? I mean a 3d linear gradient transparency covering the whole cloner. I have seen some workarounds but they're either old or not related to Octane! like this one for example:
viewtopic.php?f=30&t=51830

That transparency through the cloner boxes is exactly what I want, but is it really the most recent method for latest version of Octane? I need this feature a lot in my works but still cannot get it to work. There are many experts here and I wish I can get your advice.
Thanks in advance!
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bepeg4d
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Hi,
you can use the InstanceColor node, with the Cloner as source, and using Fields for coloring the cloners:
04D4A2D8-64C4-4F0E-84F1-FEBE300E4DA8.jpeg
TransparentClones.c4d.zip
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ciao Beppe
Hightechmech
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Hi Beppe,

Thanks man, this is brilliant, Instance Color is really a good feature that I overlooked it. But friend, there is one problem I cannot solve regarding this situation: the transparency doesn't reach absolute zero, it seems it acts step by step and is not smooth like a real 3d-linear gradient. Do you have any solution for this as well? Milan's result was very smooth but it seemed so tricky and hard to use in a scene when you wanna easily apply a 3d transparency gradient to bunch of different cloners in the scene.
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bepeg4d
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Hi,
with this method, you define a transparency color per instance, so the smoothness depends on the number/density of the instances:
60DAB346-4FFF-4431-90E8-4D9128283245.jpeg
ciao Beppe
Hightechmech
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That's right, is there any way to apply a 3d -linear gradient transparency to cloners?
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bepeg4d
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Yes, you can use an Octane Gradient node, with SinWave as texture, and use a Projection like Box or Planar/XYZ to UVW, with Position in World Space:
E0887102-44C3-403B-A651-183E2C778506.jpeg
ciao Beppe
Hightechmech
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Thanks friend, this is really awesome! and it was exactly my question, as I saw Milan also used a SineWave texture in his method, I was wondering what the SineWave does in this situation, in fact I was confusing it with gradient, that why the gradient itself cannot do the job?
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bepeg4d
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You are welcome :)

SinWave node is the real Gradient in Octane, and it works in 3D space. It has two other modes (Triangle, and SawWave), and you can use an object in projection to control the position/rotation in viewport precisely:
BCD9452E-01B5-49C2-8F37-35604096C461.jpeg
On the other side, the Octane Gradient node should be called Colorizer, compared with C4D shaders, it needs a Texture in the input pin to work.

ciao Beppe
Hightechmech
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Ah thanks friend, you have really solved a lot of problems for me, very helpful indeed and I appreciate it. You know, I am still baffling between these different techniques, and honestly speaking something I was a little bit wishful thinking about was the UV's totally. I understood that UV's are also important with these different gradients, and just using the projection cannot solve the problem, that's right?
For example, I had a curved mesh and I understood that without Unwrapping, even the Octane projection doesn't work properly. So I had to use Spline Wrap for clear UV's instead of just a curved polygon mesh, also R19's Unwrap was almost useless for me as I am coming from other software like Max with easier Unwrapping platform. I am right about what I think?
Hightechmech
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Posts: 36
Joined: Sat Dec 23, 2017 5:35 pm

Another issue I am always facing is that if I have an opacity texture applied to the cloned object/s individually, then it's not possible to use these nodes (instance color / sinewave / gradient / etc...) for the whole cloner at the same time. Is it possible to apply this gradient transparency to the whole cloner without affecting the individual clones?
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