They don't swap the surfaces. The Falloff node makes the choice of texture in use depending on the view angle.
However what you want to do can be achieved with Triplanar at some extent but with some more trivial blend function between the sides. You can rotate the Triplanar using connection with uvwProjection that has coords rotation parameters.
A couple of images and suggestions
User Posts:
I guess the tutorial didn't explain that much detail about the textures changing based on angle. I assumed they were stuck like that on each angled surface. I guess it shouldn't matter much if the camera angle doesn't really change much. also, is it correct to use a math node with add function to combine transform and projection nodes before connecting to a bitmap? I find that usually works, but I had a very strange interaction with a certain material where it didn't work until I removed the transform and only used projection. I suppose I could try connecting them to one another then to the bitmap? |
Administrator Posts:
Each other port inside inside Projection/Transform can also be textured in some other custom way, for example to add variation to the tiling or offsets and etc.
CentiLeo Chat:
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User Posts:
your way makes sense now. EDIT: Before and after; looks much better now
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Administrator Posts:
Oh very cool it works for you! I believe the texture uvw manipulation in CentiLeo is more powerfull than in Octane. However we need to add programmable shaders to make this statement more complete
CentiLeo Chat:
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User Posts:
It might not be a bug but it is a quality of life improvement if possible:
Creating a light object from centileo and changing the general and light tag settings then trying to 'set as default' does not apply the default setting to the centileo light object. It does, however, set the C4D default light object to be created exactly in the same way, even giving it a centileo light tag. But this does not apply to my centileo light object icon in the palette. I am just trying to make my default centileo light always to start with Area shadow and have the multiplier set higher. So is there a way to make this default for centileo light object icon as well? Also, maybe not a problem, but all of the centileo objects except the material icon are excluded from C4D undo using ctrl + z shortkeys. So if I create a centileo light or camera and try to undo it will not work. Also, are there plans to make the C4D background and sky objects work, so that textures can be easily mapped for backgrounds?
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Administrator Posts:
Hi ssjenforcer, sorry for some long reply.
Actually I see you want to fine tune the defaul light intensity multiplier when creating the light object. Also the undo/redo not working for light sources. I will check how to fix that.
CentiLeo Chat:
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User Posts:
I tried it with the 8K star space image and it works, but the image gets stretched too much and doesn't look as good. This is why the background object would work better, right? Also, were you able to reproduce the shadow catcher bug with Area and spot lights? I assume there is still work to be done with light settings?
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Administrator Posts:
You are right, the Sky+Environment tag supports only spherical lattitude/longitude HDRI mapping, it doesn't support mapping to camera space like tha Background object. That would be easy to modify.
At the moment background mapping can be implemented using a workaround e.g. using a plane object with material with you background and this plane object is placed in front of camera and reacts to camera movements. I think it's possible to do this with scripts but some extra skills would needed. Anyway I have to do it in a simpler way
CentiLeo Chat:
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User Posts:
There is a workaround for creating a planet atmosphere I was trying to recreate using a spot light, but it wasn't giving me the right falloff. I think it was because the person used exclude to not light the other planet objects, because the spot light was placed at the center of the planet. |
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