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octotaco

Vertex maps, parametric objects, shaders

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I'm trying to see if there is a way to generate a vertex map on a parametric object and then use that vertex map to drive an octane shader. 

I've been trying to use the correction deformer to do this, but I haven't had much luck. 

 

See the attached scene for a simple example. 

 

Any help would be greatly appreciated! 

parametric_vertex_octane.c4d

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I'm not sure that can be done, because in moving the vertex map from the correction deformer back to the primitive, which you'd have to do for this to work, you lose the points information on which the vertex map depends. If there is a way round that I don't know it....

 

Perhaps someone else does ?

 

CBR

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  • Thanks for the response. I figured it might be a long shot, but with all of the procedural magic C4D is able to pull off, I thought there might be a chance.

    What I'm essentially trying to do is apply a different shader to where noise fields affects my cube in a volume builder. So the unaffected clean sides of the cube could be rock and the inside could appear to be molten as the noise field moves across it. 

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