How to use the Jitter node in Redshift and Cinema4D 2023

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  • Опубліковано 30 вер 2024

КОМЕНТАРІ • 26

  • @abinari
    @abinari Рік тому +4

    this is fantastic paired with xparticles! no more display color caching!
    hope cinema4d upgrades its own particle system!

  • @tiagocardoso4434
    @tiagocardoso4434 Рік тому +1

    Cool ;)

  • @yassermedjamia8848
    @yassermedjamia8848 Рік тому +2

    wow nice ididnt know about it , thank you mate :D

  • @adamzunder7370
    @adamzunder7370 11 місяців тому +1

    Great stuff - super useful. Thank you for this!

  • @khoiledesign
    @khoiledesign Рік тому +1

    Thank u , that helps me a lot

  • @ryanmassiah
    @ryanmassiah Рік тому +1

    Nicely done!

  • @hisroyalillness
    @hisroyalillness Рік тому +1

    Nice Introduction. Would it be possible to offset the uvs and then randomize the position of the used textures?

    • @the-astropath
      @the-astropath  Рік тому

      I haven't tested that just yet but I'm sure there is a way to do that with the float and integer values.

    • @nickli608
      @nickli608 Рік тому +1

      connect the jitter scalar output port to a vector maker node, then pipe it into UV port of your textures.

  • @slackdave
    @slackdave 11 місяців тому

    Excellent!
    Is there a way to use the Jitter node to control seed of a Maxon Noise? Whenever I try I get error message saying Seed needs an absolute or constant

  • @fennezboi
    @fennezboi Рік тому +1

    Nice video as always !

  • @yexusnoa
    @yexusnoa 8 місяців тому

    Thank very much for the tuto!!

  • @blakewyrick4011
    @blakewyrick4011 Рік тому

    great video!

  • @motiondesignberlin10243
    @motiondesignberlin10243 Рік тому

    Great explained - thanks!

  • @hrihori_art
    @hrihori_art Рік тому +1

    Danke!

  • @xpez9694
    @xpez9694 Рік тому

    yea finally got this now we need UV randomization non repeating texture patterns.

    • @scheerlon
      @scheerlon Рік тому +1

      I have a good solution to that so far. Use the UserColorNode (or now jitter node) to get a random Color for your object.
      Pump that into a ramp node.
      The different grey values you get are basically a random number between 0-255.
      Pump that into a changeRange.
      That into TriplanarNode for offsetting the texture.
      Play with change range value.
      Now Ure texture gets transformed dependent on the ObjectID.

    • @christopherlopez2729
      @christopherlopez2729 Рік тому

      @@scheerlon NOICE!

    • @scheerlon
      @scheerlon Рік тому

      thanks, not my idea, got it somewherein the internet some day ;)
      @@christopherlopez2729