This node is for using Vertex Map for creating texture effects or using restriction for deformation objects. Since this topic is a broad subject, we will explain a few examples of use. To use this node, you need to know how the the Vertex Map works. For this, you can look at the online tutorials or Cinema 4D's help file. You can also go to this link for Maxon online help.
HOW TO USE
Below you will see a few examples of using Vertex Map with Octane. You can download and examine all the scenes from link below.
Download scenes from here
simple usage for texturing
Open the Node editor and prepare the setup as you see in the picture below. In this setup, a vertex map has been prepared for some parts of the Torus object. When the vertex map is created, the vertex tag appears in the object manager. This Tag was assigned to the "vertex map" node in the editor. Then, the desired setup has been prepared using the nodes you already know. What is important in this scene is how to prepare the vertex map. The texture setup is pretty simple as you can see.
This example will be more useful if we explain step by step.
1- Create a "Torus" object and change the options as shown in the picture below.
2- Then create a "Cube" object and change the options as shown in the picture below.
3- Now it's time to create a "Vertex map" for the Torus Object. First, we assume you know how to create Vertex Map. If you do not know, you can look at online tutorials or Cinema 4D's help file. There is enough information about this subject. Once you have this information, try to create a vertex map like in the picture below; or create another vertex map in your own direction. It's completely up to you. When you create the Vertex Map, the Object Manager will have a Vertex Tag next to the Torus Object. We will use this "Tag" in Octane Scatter Object.
4- Now create a "Scatter Object" from the Octane Live Viewer menu. Make the Cube object a child of the scatter object. Then select Scatter Object and change the settings as you see in the picture below. Now drag and drop the torus object into the surface slot of the Octane Scatter object. You can also drag and drop the Vertex Tag, our main goal, into the "Vertex Map" area. We will not explain the options of the scatter object for now, as we will describe it in detail in the relevant section.
5- Once you have done this, you can see in the image below that the "vertex map tag" you defined. Here is the distribution of clones according to your vertex map. The Scatter object only clone the cube objects in the yellow regions. If you ask "Where are the cubes? I do not see them", this is just a viewport preview of the Scatter object and the line mode was selected as display to work efficiently.
6- Now let's free the cloned objects from their default positions and use the "Random effector" to generate some variation. To do this, create a random effector from the Cinema 4D mograph menu and drag and drop this effector into the "Effectors" section of the Octane Scatter object. This section allows you to define any Effector on the Scatter object. Change the settings you see in the picture below for the random effector.
7- Now it's time to create and assign a material to the clone cubes. Open the node editor for this and prepare the setup as you see below. Since we have already explained all the texture nodes in this area, you will not have trouble creating this setup. After completing the setup, assign the material to the cube object.
8- Now, you can run Live Viewer. If you've done everything right, you'll get a render like the picture below. Of course other cosmetic factors (Lights, colors, post process etc.) may need to be created according to your own taste. As you can see, with the vertex map we have defined in the octane scatter object, the cubes have only been cloned according to the vertex map. You can easily use this technique in many scenarios.
INSTANCE COLOR from vertex color
We have already described this example in the "Instance Color" section. If you want to look again, you can go this link.