This still seems extraordinarily convoluted compared to C4D's native way of handling alphas/PSDs. Is there no way in Arnold to read layered PSDs and just step through the layers needed?
I am not aware of any way for Arnold to read layers within a PSD file. (I haven't used Arnold in a while due to the constant IPR crashes I was having. I'm currently working with Vray 6.1) I just looked at Arnold 4.6 and I did not see any options for PSD image layers. The Vray material works a bit like C4D's native material, and will let you select PSD layers. However, the Vray node material does not appear to have that option. I will have to look into this further. I've always just used black/white images for alpha rather than multi-layer PSDs.
WOW THANK OU SO MUCH it's been 2 weeks i'm searching how to do that i was close but not to the end. Will it work the same on the cylinder ? Cause FLAT on CYLINDER ?
@@mae2309 If you are using the newest version of Arnold, then the problem is probably related to ACES. The newer version of Arnold has the latest ACES color built into it by default. In the render settings, go to the Color Manager and make sure the settings are as follows: Color Manager - default - ACES View color space - un-tone-mapped (sRGB) If you are going to render out an 8-bit PNG or JPG, then make sure the option is enabled that says "bake view color space into output (picture viewer). However, if you are going to render a 32-bit openexr, then make sure that option is disabled. For the IPR, make sure the color space is set to Un-tone-mapped (sRGB).
@@mae2309 You'll have to create a custom AOV pass for those. You can do that by adding a "aov_write_rgb" node. The ambient occlusion node will go into the "AOV input" port, and then the surface shader will go into the "passthrough" port. Then the AOV write node will be connected to the Arnold Beauty output.
@@mae2309 In some cases, the default sample settings should work. If the image is too noisy, you may need to increase sample settings. I don't have much experience with denoisers. I have a pretty powerful computer, so I haven't used a denoiser yet.
When do you continue to work on the Destiny? Can we download this model in the distant future? I love the Destiny and appreciate your work very much! If we could download the Destiny, this would be unbelievably nice.
I have not finished it yet. There are some mesh errors I want to fix, and I'm thinking about UV mapping some of it. I was thinking of doing a livestream while I work on it.
@@ArthrUK I tried to replicate your problem, but I was not able to. I used a PNG with embedded alpha (right out of photoshop), and used it in the color channel, and then projected it onto a simple cube. All the colors were there.
Thank you so much for the tutorial! (I goggled for this topic for hours) I have a question. Instead of loading a grey scale image as the alpha, can I use the gradient from the pull down menu of texture selection if I just want a simple gradient alpha? Much appreciated!
If you want to use a gradient, you have to use the arnold ramp node. I believe the ramp_rgb should be the one you want to use. The ramp_float would be used for displacement.
Hey! I was interested in using one of your older animations in a current animation I'm working on. The one I'm interested in is the 'Robo Rooter' Futurama animation. The cartoon I'm working on at the moment is a Futurama review series where I want to have bumpers between each act and I thought it would be cool to have your roborooter animation between act 1 and 2. Obviously, you will be fully credited and a link to that cartoon and your profile will be shared. Here is a link to my current work in progress. Your toon would come in at the end to link the 2 parts together. Keep in touch!! th-cam.com/video/6VR3AaIfdt4/w-d-xo.html
This is one of the best tutorials I've seen regarding labels. Clear, brief and to the point. Thank you!!
I like the way your do tutorials, Its very clear and perfect speed so it's easy to follow.
I was looking for this since ever !
Yes, this method seems to work so seamlessly compared to old methods.
Thank you so much for this tutorial!
I've searching for days for this!!!
one of the most usefull tut I have never seen
Best tutor on the subject. Thanx
You're a GENIUS!!!! Thank you dude!!!!
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay more thaaaaaaaaaaaaaaaaaaaaaaaaaaaaanks, you r the best ever
Saved my butt. Nice explanation - thanks!
Welcome! 😀
Thank you so much !
YOU SAVED MY DAY SIR!!!!!
Thank you!
Thank YOU SIR!
can some help me ? when i move the object the decals dont move with it
That is very strange. Can you share your file?
@@ShepperdOneill i gave up and used uv mapping instead now it works
Thanks make life much easier.
Thanks for this
Very useful. Thank you!
Amazing, Thank you!
This still seems extraordinarily convoluted compared to C4D's native way of handling alphas/PSDs. Is there no way in Arnold to read layered PSDs and just step through the layers needed?
I am not aware of any way for Arnold to read layers within a PSD file. (I haven't used Arnold in a while due to the constant IPR crashes I was having. I'm currently working with Vray 6.1) I just looked at Arnold 4.6 and I did not see any options for PSD image layers. The Vray material works a bit like C4D's native material, and will let you select PSD layers. However, the Vray node material does not appear to have that option. I will have to look into this further. I've always just used black/white images for alpha rather than multi-layer PSDs.
Thank you so much
WOW THANK OU SO MUCH it's been 2 weeks i'm searching how to do that i was close but not to the end. Will it work the same on the cylinder ? Cause FLAT on CYLINDER ?
Problem: when applying deformers only apply the geometry and the label doesn't affect
well that saved a tonne of time, is there a way to do this but with textures rather than a flat colour?
Yes. The texture file for color would be connected to the base color, and the black and white alpha texture file would be connected to opacity cutout.
@@ShepperdOneill yeah I sat on that after writing that comment, I’ll give it a shot
@@mae2309 If you are using the newest version of Arnold, then the problem is probably related to ACES. The newer version of Arnold has the latest ACES color built into it by default. In the render settings, go to the Color Manager and make sure the settings are as follows:
Color Manager - default - ACES
View color space - un-tone-mapped (sRGB)
If you are going to render out an 8-bit PNG or JPG, then make sure the option is enabled that says "bake view color space into output (picture viewer). However, if you are going to render a 32-bit openexr, then make sure that option is disabled.
For the IPR, make sure the color space is set to Un-tone-mapped (sRGB).
@@mae2309 You'll have to create a custom AOV pass for those. You can do that by adding a "aov_write_rgb" node. The ambient occlusion node will go into the "AOV input" port, and then the surface shader will go into the "passthrough" port. Then the AOV write node will be connected to the Arnold Beauty output.
@@mae2309 In some cases, the default sample settings should work. If the image is too noisy, you may need to increase sample settings. I don't have much experience with denoisers. I have a pretty powerful computer, so I haven't used a denoiser yet.
ty very helpful
When do you continue to work on the Destiny? Can we download this model in the distant future? I love the Destiny and appreciate your work very much! If we could download the Destiny, this would be unbelievably nice.
I've been working on it, fixing a lot of the mesh errors. I'm not sure if I will release it. I'll have to check into copyright issues.
is this method still works?
Hi, if I can ask, did you finish your SG:U Destiny 3d model? i would love to see finished Destiny....
I have not finished it yet. There are some mesh errors I want to fix, and I'm thinking about UV mapping some of it. I was thinking of doing a livestream while I work on it.
@@ShepperdOneill This has almost answered my questions! :D
Amazing tutorial, only question is when applying coloured PNG’s with flat projection they turn B&W?
That's odd. I'll have to give that a try later to see if I can replicate that. If I can find a solution, I'll reply back.
ShepperdOneill ah that’d be fab thanks! I applied an Arnold Parameters tag and unchecked ‘opaque’ and that sorta worked..
@@ArthrUK The PNG that you're using... does it have it's own embedded alpha channel? Or are you using a B&W image for the alpha?
ShepperdOneill own embedded channel straight out of PS
@@ArthrUK I tried to replicate your problem, but I was not able to. I used a PNG with embedded alpha (right out of photoshop), and used it in the color channel, and then projected it onto a simple cube. All the colors were there.
Thank you so much for the tutorial! (I goggled for this topic for hours)
I have a question. Instead of loading a grey scale image as the alpha, can I use the gradient from the pull down menu of texture selection if I just want a simple gradient alpha? Much appreciated!
I tried several times, it doesn’t work. (I’m a C4D and Arnold beginner)
If you want to use a gradient, you have to use the arnold ramp node. I believe the ramp_rgb should be the one you want to use. The ramp_float would be used for displacement.
Hey! I was interested in using one of your older animations in a current animation I'm working on. The one I'm interested in is the 'Robo Rooter' Futurama animation. The cartoon I'm working on at the moment is a Futurama review series where I want to have bumpers between each act and I thought it would be cool to have your roborooter animation between act 1 and 2. Obviously, you will be fully credited and a link to that cartoon and your profile will be shared. Here is a link to my current work in progress. Your toon would come in at the end to link the 2 parts together. Keep in touch!!
th-cam.com/video/6VR3AaIfdt4/w-d-xo.html
Yeah, that's fine. Just make sure to credit me :)