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gorillaknuckle

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Everything posted by gorillaknuckle

  1. I imagine my best course of action is to use separate materials and render a completely separate pass. Just throwing this in in case anyone else wanders down this path.
  2. Yep, I've been into UE for a while - diving into 5 with this official release & love it. This is a Github-like site for BPs (great learning tool) : https://blueprintue.com/ Wadstein's short BP lessons are still relevant and super useful : https://www.youtube.com/c/MathewWadsteinTutorials The tech drops my jaw. Some devs doing interesting work:
  3. Thanks so much for the feedback, but yes, my goal is to render this custom channel out as a separate pass. Just for clarity: I'm rending textures from C4D to use in Unreal. I don't need to visualize this custom pass inside of C4D. Since I am effectively stealing the luminance channel for my diffuse toon pass, none of the options under the multi-pass appear to work. I can't find any method to access this custom channel as a render pass. I also can't think of another channel/method I could hack to get the result I am after. If I'm barking up a crazy tree here I totally understand, but any tips or suggestions are greatly appreciated.
  4. Thanks, sorry for the lack of clarity. I'm using Standard Renderer. I'm using the S&T Cel shader on the luminance channel of a standard mat. Using Luminance instead of Color gives me necessary control over shadows for the pixel art style I am rendering. I had hoped AOVs would work for this, but I don't see S&T in node materials. Please see first attached image for my setup. Custom Channel : https://help.maxon.net/us/index.html#11303 The clue that these channels could be rendered separately : "It can occur that you want to color certain textures that contain functionalities outside of the "normal" Cinema 4D material channels (e.g., the numerous HAIR materials). For this reason (as well as for external workflow pipelines) custom material channels into which any number of textures can be loaded can be created." The custom channel shows up in the User Data panel, and has an ID#, but I see no way to access it in any render settings. See second attached image. Shader Setup: Custom Channel
  5. I'm attempting to render a material's custom channel. The docs appear to have nothing on this besides a vauge reference to using custom channels in external compositors. Any ideas? I am attempting to render cel-shaded models that use the luminance channel for diffuse (to control shadowing), but I also need an actual luminance/emissive pass. I don't need to see this pass inside of C4D, but just want it as an exportable pass for external use.
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