Tension Tag + Vertex Map + Displacement
Posted: Wed Jul 06, 2022 9:56 am
Hi all!
I'm trying to create a low-poly setup (with octane object tag subdivisions) for folds/wrinkles using c4d's tension tag. I figured the node setup should be the displacement mixer, with the blend weight being the vertex map no? This seems to be how it would work in theory (e.g. how it works in Redshift). Doesn't seem to be working for some reason at all! How do I get my tension tag to communicate to octane's displacement nodes? The whole reason I want to do this through nodes and not some displacement deformer is to economically build a workflow around animation.
I am currently running 2020.1-R3 in R21 in case this was a bug fixed in later versions. What is strange is the the "autobump" from vertex displacement mode actually communicates correctly with the vertex node as a blend weight for the displacement mixer node. However, this is not the case for the actual displacement. Will I be forced to somehow bake the vertex map as an B&W image sequence or something?
Best,
Ryan
I'm trying to create a low-poly setup (with octane object tag subdivisions) for folds/wrinkles using c4d's tension tag. I figured the node setup should be the displacement mixer, with the blend weight being the vertex map no? This seems to be how it would work in theory (e.g. how it works in Redshift). Doesn't seem to be working for some reason at all! How do I get my tension tag to communicate to octane's displacement nodes? The whole reason I want to do this through nodes and not some displacement deformer is to economically build a workflow around animation.
I am currently running 2020.1-R3 in R21 in case this was a bug fixed in later versions. What is strange is the the "autobump" from vertex displacement mode actually communicates correctly with the vertex node as a blend weight for the displacement mixer node. However, this is not the case for the actual displacement. Will I be forced to somehow bake the vertex map as an B&W image sequence or something?
Best,
Ryan