![]() This guide will walk you through how to use the most common ones by texturing a sci-fi crate. Octane has several ways of layering textures and materials together to form complex looks. There is also a version of this document for Octane Standalone in case it’s closer to the DCC you’re using. The Deep Dive covers each type in more detail. This writeup is a step-by-step walkthrough that takes you through several strategies when choosing how to mix and layer materials and textures. This is meant to be a companion piece for Layering Systems in Octane: Technical Deep Dive. See CIENMA 4D documentation for more information on how to use vertex maps.Mixing and Layering Systems in Octane for Cinema 4D Stepthrough This allows you to "paint" where on the object fluid values are emitted, similar to surface textures. You can scale the intensity of the emitter fluid values by the weight assigned to each vertex. If you emitter object (or any of it's children) have vertex weights set, check this option to use the weights to control the emission. Other spaces (like Object, World, Texture, etc.) don't work, yet. This allows you to "paint" where on the object fluid values are emitted.Īt the moment, this works only for UVW mapping of textures. ![]() The values from the selected texture channel will be used to scale the emitted fluid values. When set to any channel other than None, the right most texture tag on the emitter object (or any of it's children) is used to control the emission. ![]() ![]() See CINEMA's documentation for details on working with shaders. It does not use UVW coordinates or work with 2D surface textures. ![]() It will texture the volume that is covered by the band around the surface of the emitter. This CINEMA 4D shader allows to add texture to the emission. ![]()
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