Hi iaec,
It should normally work as you have set it up. Not your mistake—to get this idea out of the way.
The problem is based on the non existence of UV information of the caps here. If there is no UV information and the Texture Tag is set to UV, the texture or shader information available is used, BUT only the first pixel (left upper Pixel to be precise). This single pixel is then applied to everything, missing UV.
How to get it to work anyway? You take a plane and set up the plane so it covers tightly your logo. Then you use the Frontal-Projection to get the texture or shader to work in the way you like (“Fit to Object” should help here).
Then you place the logo underneath and disable the option to be rendered or seen for the plane. Uncheck the green arrow should do the trick as well.
In this way you can apply it precisely and any logo shape will work. Sometimes the logo is smaller than the texture, and the Fit To Object isn’t really working, hence the plane as support and “fix-point”.
Alternative: You make the objects editable and project the material to it and apply then “Generate UVW Coordinates” to it.
I hope it works for you.
If the colors are critical, I would render an object buffer for the logo to have a mask for the color correction. If it goes into animation, perhaps the 3D to, e.g., Ae will help to replace the texture.
(As a side note: I used to set a rectangular frame in Ai to have that “plane” as fixed border. This path or frame could be then used for the “Fit to Object” and enables so a stable workflow from texture to C4D.)
All the best
Sassi
File:
https://www.amazon.com/clouddrive/share?s=ueRJEH8GTxYszMRoRsmOpg