tasteqosa.blogg.se

C4d octane
C4d octane









To sit nicely in the area designated for the screen, it needed to move a little bit over in T.X to 0.040, and a quite a bit up in T.Y to 0.275. We want a Black Color here so that anything outside the bounds of the texture is transparent.Īfter that, we just need to click the Transform node and scale it down (Lock aspect ratio on, 0.4 for S.X, S.Y and S.Z worked here), and move it around on the UV map until it’s placed properly.

c4d octane

It’s not going to matter so much with this particular setup, but if you have a single texture, it’s usually a good idea to change the Border mode. We want the mask inverted, and we can do that easily in the ImageTexture node itself by checking the Invert checkbox.

c4d octane

That’s because the texture is mostly black (0, or no contribution, meaning the base material shows through which in this case is white), and only the markings part is white (1, or full contribution, meaning this is where the black material shows). To better visualize the mask placement, let’s make the Specular channel black.įirst thing we’ll notice is that most of the screen is white, and the markings are black which is weirdly the opposite of what we see in the mask. For that, we can bring in an ImageTexture node and load in Alien-readout.png. This will take over the whole panel, so we need to mask it out.

c4d octane

Now let’s hit the Layer 1 tab, and hit the Add Layer button which becomes a dropdown, and select Metallic Layer. While we’re here, we’re going to want 4 more layers on top of the base material, so let’s change the number of materials to 5. Let’s rename our OctLayered1 material “Screen” by clicking it in the Node Editor and changing it in the Basic tab in the Node Inspector on the right. Next up we want to put a metallic mask over the top of it.











C4d octane