haha well just doing one chain is much simpler. I of course had to take it a few steps further and make 20 random number! Save the node group and put it in your Blender startup file so it's always there if you need it. or put it in your asset browser and use it from there when needed.
Trying to think of what I would use it for, I think to have Image as Plane and use the animation to change the image every so many seconds for like SciFi signs on building or something like that? IDK When you get your planets done let me know, I have a planet builder I purchased but you can't have tom many planets- I would do a 3 layer cloud system - with a bump it just seems more real.
I have tried that but have not been successful as that array still has a single object id. However if you're using cycles you can use the geometry node's random per island output to give a random value per arrayed object. If the object has parts of it's mesh that are not connected they will be seen also as islands and get their own value too. You can then use this value to pick which material is used.
This is what I was looking for, just more complicated than I imagined.
haha well just doing one chain is much simpler. I of course had to take it a few steps further and make 20 random number! Save the node group and put it in your Blender startup file so it's always there if you need it. or put it in your asset browser and use it from there when needed.
You’ve unlocked a great power in me… thank you sir!!!!!
Hmm me too
I got to the red SCI-FI thingy and was like "sub!"
Trying to think of what I would use it for, I think to have Image as Plane and use the animation to change the image every so many seconds for like SciFi signs on building or something like that? IDK When you get your planets done let me know, I have a planet builder I purchased but you can't have tom many planets- I would do a 3 layer cloud system - with a bump it just seems more real.
Is it possible to implement random materials with array modifiers?
I have tried that but have not been successful as that array still has a single object id. However if you're using cycles you can use the geometry node's random per island output to give a random value per arrayed object. If the object has parts of it's mesh that are not connected they will be seen also as islands and get their own value too. You can then use this value to pick which material is used.
Thank you.
yay it DOESNT work!
Uh oh! Which part?
yup the end range in color ramp e.g 0.9 above never show up