remKa wrote:Sure, here you go
Hi remKa,
Thanks for the sample.
I'm not familiar with the Data Channel modifier, but I could see a few things:
-The final operator is currently set as a Vertex output, that sets the result in a Map channel of the object.
That's good, and usable by Octane.
(but the value Channel Num in your sample was set to 1, it seems to conflict with the default UV channel, so I set it to Channel Num 2)
Note that in this case, we need to select only 1 of the 3 components : X, Y or Z ..
(I'm not sure how to output 3 components if we want a color output : maybe add more operators, and select Y, Z for green, blue, or use another operator that could set a color channel directly..)
We can check with the Tools/Channel Info window that there are actually some data in the selected Channel
(in this case, ID '2:map')
Now, adding an Octane Geometry Properties modifier, we can tell Octane how to use this channel:
In the Channel Setting tab, we can use channels as UVs, Color, or Float.
In this case, we can set Octane Color 1 :
'Channel' as Map Channel
and Map Channel as 2
This is now usable by a 'Color vertex attribute' Octane texture (in the Geometric group)
As we selected the X component in the Data Channel modifier operator, it appears as red color only. (see DataChannel04.max)
(we can also use a 'Greyscale vertex attribute' Octane texture, if we use a Float channel in the Octane Geometry Properties modifier : see DataChannel05.max)
You could use some of the Utility group textures to change / merge / pick to assign channels to color (DataChannel06.max)
Some other applications could be to use those channels as vector, and use those as input of a displacement map, but you'll need to have the Data Channel modifier operators setup for this..
I hope that helps,
Thanks