I can't render the c4d gradient material in Arnold. Does anyone knows the solution or knows how to recreate the similar result in Arnold?
https://drive.google.com/file/d/1wRQ4B0_beW2M1qdhTPsgx0VNxidvNwxH/view?usp=sharing
Solved! Go to Solution.
Solved by peter.horvath6V6K3. Go to Solution.
Yes, i did. But when I choose circular type there, it doesnt render correctly.
The Cinema 4D gradient is set to '3D - Cylindrical' which is not supported by the ramp shader directly. I think the closest you can get is to set the Projection in the texture tag to Cylindrical and play with the scale and offset. Or use a uv_transform and uv_projection set to cylindrical in the shader network.
I don't see the Projection or uv_transform and uv_projection in the texture tag. Can you say, where is it exactly?
Projection parameter in the Texture Tag:
uv_transform and uv_projection shaders:
They are basically doing the same thing, so you either set the Projection in the texture tag or use the uv shaders in the network.
Hey Peter,
How can you render the turbulent gradient in c4dtoa?
Thx a lot
Best
Is it possible to link the ramp_rgb beginning and end points to nulls the same way you can with the native C4D Gradient shader when using the "3D" type?
There's no easy way to do it, I'm afraid. You can use a noise shader and interpolate the ramp input (e.g. U) controlled by a strength value, like this: gradient_noise.zip
However your shading network becomes quite complicated if you need a little more complex input pattern, like diagonal, radial, box, etc.
Here's an example of how to replicate the 3D gradient with the ramp shader: https://answers.arnoldrenderer.com/questions/28884/how-to-set-the-shading-mode-of-ramprgb-to-3d-line...
Then you can drag & drop a Null object to the node editor and use its position as the start or end vector. Note, that you may have to scale the value because Cinema 4D uses cm units while Arnold uses meter by default.
Thx Peter,
I think the easiest way is to bake the texture directly from C4d, which is a bit a shame. Do you forecast to implement this gradient with C4dtoa? That could be soooo uselful.
Thx
No concrete plans yet, but I agree, it would be cool to have this feature implemented in the ramp shader.