Texture Tag only supports Solid Colour...

Applying a texture tag works, as long as the Material has Colour, and it’s a solid colour.
No shaders, images, gradients e.t.c. seem to work.
Is this a current limitation, or is there a specific way to apply them?

Well, you need mapping coordinates.

I had a PRT Loader with some particles in my scene. So I added a Texture Tag and picked a material with some bitmap I had lying around.
Of course, when I hit render, I got an error that the TextureCoord channel was missing.
So I dropped a Channel Copy Tag before the Texture Tag and copied Position into TextureCoord (which produces world space XYZ as UVW coordinates), and now the texture worked, but the tiling was of course too high. I could either change the Tiles U and V to something like 0.01, or add a Channel Scale Tag and multiply my TextureCoord channel by the same value.
When I created a Camera and switched to Camera Mapping, the image I picked was camera-projected onto the particles. In this case, you don’t even need the Channel Copy, because the Camera Mapping generates the UVs automatically.

When I tried to add a Mabel Shader under the same conditions, C4D crashed.

Please keep in mind that this feature is so new that it has been barely tested. In fact, this was my first time I used it (5 minutes ago). I was busy on another project during the week and did not have the chance to talk to the developers about what they have done and how it works. So my knowledge on the matter is virtually the same as yours :wink:

haha, I’m sorry I have no idea what “Position” into what “TextureCoord” you’re referring to…
All I see in the Copy Channel Tag, is:
Source Channel Name
Destination Channel Name.
What are we supposed to drag in there?

Thanks

I realised I have to type the words.
But still typing “Position” in the Source and “TextureCoord” in the Destination does nothing.
Since we’re talking channels, could we have a list of all available channels? It seems that MX docu only has a few, or I can’t find them.

Thanks

edit: found them

Position
float32[3] - Particle Position. Saved in generic scene units.
Velocity
float32[3] - Particle Velocity. Saved in generic scene units per second.
Acceleration
float32[3] - Particle Acceleration. Saved in generic scene units per second squared
Normal
float32[3] - Particle Normal. Saved in generic scene units (not necessarily unit length).
Density
float32 - Particle Density.
Color
float32[3] - Particle Color. This is converted to/from 3ds Max map channel 0 (vertex color) where appropriate.
TextureCoord
float32[3] - Texture Coordinates. This is converted to/from 3ds Max map channel 1 (UVW) where appropriate.
Mapping2, Mapping3, etc.
float32[3] - Coordinate Mappings. These are converted to/from 3ds Max map channels where appropriate.
Orientation
float32[4] - Particle Orientation. This is a quaternion representing the orientation of the particle.
Spin
float32[4] - Particle Spin. This is an angle/axis value, representing the axis and angular velocity of the particle.
MXSFloat
float32 - Particle Flow MAXScript Float.
MXSVector
float32[3] - Particle Flow MAXScript Vector.
ID
int32 - Particle Flow Birth ID.

still trying to make it work…
are we talking about a normal material with the image in the “Colour” channel?

Please see attached a simple demo file.

UVW mapping isn’t really working now as supposed but getting there… :slight_smile: Also when you load up the File, the PRT Volumes don’t show the particles anymore. Just Render for now.

Texturing.zip (583 KB)

apparently it doesn’t work on my installation…
I have attached a screen grab of the Krakatoa menu. The PRT Save is missing therefore I have the correct version… I just installed today.
Do I have to uninstall the previous one before installing the new one? I just deleted the Folder from C4D Plugins…
menu.jpg

FYI, I uninstalled everything and installed again.
Nothing. I can’t render textures.

Did you check that the textures are in place?

Are you using the latest build BETA4 ( KrakatoaC4D_2.3.0.54811) ? Which Version of Cinema 4D are you using?

Textures are in slots (rendered them in standard renderer as a test)
Using the latest BETA 4 (that’s why the PRT Saver is not present in the menu)
C4D R15.057 is the latest official release. That’s the now I’m using.

Since I uninstalled and reinstalled, I will restart the Mac, just in case.
Other than that I have no idea. Could it be Mac related?

I am not sure if this is mac-related, shouldnt be actually. but who knows. We will have to wait if someone with Windows and OSX clarifies.
But relax, its the first iteration of this feature and surely will enjoy more love;)

just an update, I restarted, but it still doesn’t work…

no rush though :slight_smile:
Thanks

Try to create a sphere, a light, PRT Volume and a camera, then apply a material to the PRT Volume and choose the Sphere as mesh. Assign some jpg in the color channel of the material. Drag it on the PRT Volume and set its mapping to Camera mapping, drag the camera into the slot, no Krakatoa Tag needed yet. Switch the renderer to krakatoa and render.

I have been trying this all day, but for the sake of troubleshooting, I did EXACTLY what you said, in the ORDER that you said. I only get white particles…
If you insist, tomorrow I’ll record a screen grab… just in case :slight_smile:

Wait until Monday when our devs will come back and test on Mac. (I don’t have one).
It is very possible it was never tested on OSX and is just broken…

In the mean time, play with everything else :slight_smile:

this is my render. The Krakatoa PRT Volume (checkerboard) seems to have a problem.

Thats “ok”, as Bobo had the same issue, so I assume this is logged already;)

this is the render with Kbeta5

Renders fine here, even the viewport shows the texturing on the particles now. Only thing is the texturing appears much darker than in BETA4, but rebuilt the scene now to resemble the BETA5 changes. Tested in R14 and R15 on Windows 7 x64.

Texturing_BETA5.zip (93.4 KB) Textures are needed from the Attachment earlier in this thread.

04503cf141fc445807796b9cb0f116fc.png

here my render of your new scene. seems to be more brighter.