You have a nice voice. Also nice tut, thanks - this really helped with a multishader issue that I was having - though i'm stumped to get image sequences working across clones with the multishader (imagine clones, each referencing an img seq and playing through at random start points..) Would love any thoughts!
Unfortunately no. I tried experimenting with a few ideas and couldn't find a way to do it purely with vertex maps. You could however still blend the vertex map with a noise (that's set up the same way as in the tutorial) using a Color Layer node. Then use that output as your blend layer. That would add some variation. You could use the integer user data node and some expresso nodes to feed in random values for pretty much any property of a material for further variation. Apologies if this wasn't helpful for your specific situation.
How would you get texture variation on a cloner object that doesn't use a material blender and maxon noise? How would you accomplish this using, say, an RS wood material using your basic Color, Roughness, Normal, and Displacement texture nodes?
You should be able to pipe the User Integer Data into the Mul node and then pipe that result into the offset or rotate input under General/UV/Remap of the texture. In my experiments I did find I had to change from mograph object ID to Object ID and back to get it to show up in the render though. I had to do it a few times in fact. Check out the end of this video if you need the clarification on that. You could also pipe values directly into the Material node inputs. Pretty much any of them that accepts a numerical value. However, different properties have different ranges for their values so you have to experiment with what multiplier you use to find something that works well. Hope this helps!
@@robojojo4778 Hey, that worked for the most part. I initially used it on the Offset of the texture, but nothing was changing. And then I used it for the Rotate of the texture, and that created a lot of variation. For some reason the Offset function has not been working for me in general on various projects for some reason. Anyway, it's not ideal in my case to use the rotate. I would rather have the texture offset, but rotate will do. Thanks for your help, and great video!
@@neil5819 A year later... But I am using C4D 2024 + Redshift and this solve is still the only thing that works... Plugging into the Offset does not work for me. Rotate works great though. (im actually using this method on a Fracture object, not a Cloner... but It works for me just as well on a Cloner).
It sounds like a shader field would be better for what you're trying to do. There should be plenty of resources on it but I'd recommend searching it on Cineversity as there's a good intro there.
You can easily remove repetitions by changing noise texture space from object to world
Great Video! I try to use it on instances, but it doesn't seem to work. In standard materials I could just use Variation and it worked splendidly.
OMG this is amazing! I was looking for this. Suscribed ✨
Thanks for the sub! I'm glad you found it helpful :)
You have a nice voice. Also nice tut, thanks - this really helped with a multishader issue that I was having - though i'm stumped to get image sequences working across clones with the multishader (imagine clones, each referencing an img seq and playing through at random start points..) Would love any thoughts!
Thanks for sharing, this was a life saver!
Very glad it was helpful!
Wow thank you very much for that!! Am sure subscribing ✅
is this possible with an image texture?
Hi, This is an excellent and very simple method. Do you have any ideas on how to use vertex maps and add variation on clones?
Unfortunately no. I tried experimenting with a few ideas and couldn't find a way to do it purely with vertex maps. You could however still blend the vertex map with a noise (that's set up the same way as in the tutorial) using a Color Layer node. Then use that output as your blend layer. That would add some variation. You could use the integer user data node and some expresso nodes to feed in random values for pretty much any property of a material for further variation. Apologies if this wasn't helpful for your specific situation.
How would you get texture variation on a cloner object that doesn't use a material blender and maxon noise? How would you accomplish this using, say, an RS wood material using your basic Color, Roughness, Normal, and Displacement texture nodes?
You should be able to pipe the User Integer Data into the Mul node and then pipe that result into the offset or rotate input under General/UV/Remap of the texture. In my experiments I did find I had to change from mograph object ID to Object ID and back to get it to show up in the render though. I had to do it a few times in fact. Check out the end of this video if you need the clarification on that. You could also pipe values directly into the Material node inputs. Pretty much any of them that accepts a numerical value. However, different properties have different ranges for their values so you have to experiment with what multiplier you use to find something that works well. Hope this helps!
@@robojojo4778 Hey, that worked for the most part. I initially used it on the Offset of the texture, but nothing was changing. And then I used it for the Rotate of the texture, and that created a lot of variation. For some reason the Offset function has not been working for me in general on various projects for some reason. Anyway, it's not ideal in my case to use the rotate. I would rather have the texture offset, but rotate will do. Thanks for your help, and great video!
@@neil5819 A year later... But I am using C4D 2024 + Redshift and this solve is still the only thing that works... Plugging into the Offset does not work for me. Rotate works great though. (im actually using this method on a Fracture object, not a Cloner... but It works for me just as well on a Cloner).
how would I use a texture to drive changes to a large grid of clones. so only in certain areas it would be different
It sounds like a shader field would be better for what you're trying to do. There should be plenty of resources on it but I'd recommend searching it on Cineversity as there's a good intro there.
Thank you!
You're welcome!
literly watch this once a month hahaha