

Both will get fed into the roughness channel via a Mix Texture node, but we need a way to specify which part of the mesh gets one texture and which gets the other. This crate will probably see more damage on the sides and bottom than the top, so we’re going to use two different scratch maps – light scratches for the top and heavy ones for the rest. Next, we’re going to add some scratches to this thing to rough it up and make it look used. The Label: The label will also be a Universal Material with an Alpha channel, but it’ll make use of the new Composite Texture node to add and subtract portions of the mask.The masking here will be done with polygon selections. Screen: Have a look at the Layered Material and how Material Layers work for the screen.We’ll use polygon selections here to mask off the areas of the crate we want these materials to appear in. Top Bumps: Two Mix Materials will be used to show off how that system works and why it’s still relevant in Octane for Cinema 4D.Handles: Use a Universal Material with a UV-specific bitmap mask in the opacity channel to apply a rubber material just to the handle areas of the crate.Masking Strategies: Touch on UV mapping, polygon selections, and UV map-specific bitmap masks to discuss how to apply different masks to the various parts of the model.Finally, we’ll reuse our procedural mask to restrict a rubber material to the bottom.

We’ll also be using a Dirt Node to apply some edge wear, touching on grouping nodes to clean up the node graph. Base Texture: We’ll build a Composite Material and set up a procedural mask using a Saw Wave, Gradient and Mix Texture node to tell Octane where to apply two different scratch masks.

