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  • Node Material

    I'm trying to create a new node material. I'm following a 3DS Max tutorial for paving with procedural puddles. Can I ask, when it says add a Composite Node (for 3ds max) what is the equivalent material node for C4D as I cant find a Composite.

  • #2
    Hi jon_leeke, the equivalent node in V-Ray for Cinema 4D is the Layered Node (located in the Color category). The node provides the same parameters as the one in 3ds Max, but please note that the order of the layers is reversed in the node editor. If you need to blend only between two other nodes, you may also use the Mix Node.

    I hope this helps for your tutorial.
    Deyan Hadzhiev
    Developer
    chaos.com

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    • #3
      Thank you deyan.hadzhiev this does answer what I needed.

      I do have an issue as a result. Appreciate this is a quite specific help needed so understand if you don't have the time to look further into this for me. Here is my problem just incase.

      I'm following a 3DS Max tutorial to create procedural puddles by Jonas Noell. All makes sense although I'm having a problem with masking. The principle uses a noise node as a mask to cut out wet ground areas. This noise has hard uniform edges so Jonas uses a displacement bitmap in a Composite / Layered node. When added it breaks up the edging and offers texture specific puddles to add to realism (screenshots attached showing this). The displacement bitmap sits above the noise node in a 3DS Max composite node with the blend set to overlay.

      When I try to replicate this in in C4D I can't. As I confirmed with your help I've tried using a C4D Layered Node. My noise node is connected to layer 1 of the Layered Node and my Displacement Bitmap to layer 2. I have changed the blend mode of layer 2 to overlay as in the tutorial. I assume this obviously wont work as layer 2 is below so isn't 'overlaying'. I have tried dragging layer 2 above layer 1 but can't replicate the results from the attached screenshots. I have tried all the other blending options with no luck. With other blending options I can blend to 2 nodes but is doesn't restrict the mask to the form of the original noise node as in Jonas's example.

      Any advice would be greatly apricated.

      I've attached my basic scene test.

      tutorial here
      https://www.youtube.com/watch?v=pUTz-Xh45Mg&t=543s



      Attached Files

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      • #4
        Hey, Jon,

        Thank you for the post and feedback. I appreciate it. Why do you not use V-Ray decal to recreate this effect? In my view you can recreate that effect in a seconds, and on top that you can get more variation rather than build heavy material.

        Cheers,
        Boyan Nalchadjiiski | QA Engineer @ Chaos |
        E-mail: boyan.nalchadjiiski@chaos.com

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        • #5
          Yes, is an option of course. Thing is it’s become personal now, I need to work out the solution

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          • #6
            Hi jon_leeke​,

            The main issue is around your Noise map and the Layered Node, particularly when using the Overlay blending mode.

            First, make sure your Noise map isn't just black and white. It should have some shades of grey. The reason for that is that if you use the Overlay blending mode, where the base layer is lighter, the top layer gets even lighter, and where the base is dark, the top gets darker.

            Now, after you mixing your Noise map with the Displacement map in the Layered Node, you have to insert Remap Node. This is where you will apply those corrections from the Color Map in 3ds Max. Adjust the curve until you get the desired look. Then you can add this as a Blend Amount in the Blend Node Material.

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            • #7
              there is another problem if I'm not mistaken. With the Dirt node there is no ability to change the radius if you attach a texture.

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              • #8
                Thank you for looking into this for me zhanet.georgieva.

                I understand the principle of what you are saying regarding the overlay blending. I've added a remap after the layered node and used this to give the masking a harder edge. With the displacement bitmap in overlay it still doesn't have any effect to the result. Do the nodes look correct as you suggested in the attached?
                Attached Files

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                • #9
                  Hi jon_leeke​, just a quick switch - the Noise map should be in Layer 2, and the Displacement map in Layer 1 for the desired effect.

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                  • #10
                    Originally posted by visualtracing__ View Post
                    there is another problem if I'm not mistaken. With the Dirt node there is no ability to change the radius if you attach a texture.
                    sorry, is this normal or will it be fixed in the future? or is there another way to change the radius while simultaneously having a texture loaded?
                    thanks

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                    • #11
                      Hi visualtracing__​,

                      Seems to work fine on a simple scene. Could you attach your scene with all assets for it (File > Save Project with Assets) so we can troubleshoot? Mention your V-Ray and host platform version, too.​

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                      • #12
                        Originally posted by zhanet_georgieva View Post
                        Hi visualtracing__​,

                        Seems to work fine on a simple scene. Could you attach your scene with all assets for it (File > Save Project with Assets) so we can troubleshoot? Mention your V-Ray and host platform version, too.​
                        hi zhanet_georgieva,

                        I just wanted to understand where the radius parameter is when using the node system.
                        While making a material without knot system there is.
                        I attach the two screenshots​
                        Attached Files

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                        • #13
                          visualtracing__​, connect the Bitmap to Occluded Color​, not directly to the radius. This will enable you to adjust the radius using the slider. (see example)

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                          • #14
                            Originally posted by zhanet_georgieva View Post
                            visualtracing__​, connect the Bitmap to Occluded Color​, not directly to the radius. This will enable you to adjust the radius using the slider. (see example)
                            ok but I don't know if it will give the same result.
                            What I don't understand is why there are 3 slots for loading textures using standard material and in addition to this you also have the possibility to modify the radius. While with the node system if I load the texture in the radius slot the possibility of modifying the quantity in cm is deactivated​
                            Attached Files

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                            • #15
                              Hi visualtracing__​,

                              if you want to use a texture for occluded areas instead of color, you should connect it to the 'Occluded Color' slot. Similarly, for unoccluded areas, use the 'Unoccluded Color' slot. If you place a texture in the 'Radius' slot, it will control the radius. Typically, black and white textures are used here; white means full radius, while black means a radius of 0.0. If you'd like to utilize the radius slider similar to the standard dirt setup, you can add a 'Float Arithmetic' node to achieve this functionality.

                              Click image for larger version

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