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Showing results for tags 'multishader'.
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I have a scene with a tracer tracing an emitter. The tracer is then dropped into a sweep nurb in order to texture the trails that tracer creates. I want to add 4 random colors the tracer trails. This seems to be impossible. I've tried dropping the sweep nurbs into a fracture object (set to explode and connect) but that doesn't work in motion. The fracture object freezes my tracers. How else could i add random color to the sweep nurbs that trace multiple emitters? I hope this is enough info. Please help. J.
I've been asked to recreate the effect seen here, as a way of displaying showreel videos. http://www.jakemathew.com (It's the video 10, the cubes) Here's my attempt so far: https://www.wetransfer.com/downloads/f40ac65b12908440f2fb04f554065da820130807010636/99a4d9b51767d05b329a69890c29afa320130807010636/4771bb In this example he uses the sound effector I think to drive the movement/extrude of the cubes. I'm trying to achieve essentially the same thing but with the extrude of the cubes driven by a mograph shader effector. Then I will use a multi shader texture to map the textures over the cubes. My method seems a little flawed as I am using the shader effector to non-uniformly control the Y-Scaling on the cloned cubes. This gives two problems: 1 - The cubes scale in both directions - not from the base 2 - The cubes textures stretch over Y - which looks ugly. Looking at his example the textures on his cubes seem to stretch the pixels of the cube edge. Whereas in my version the entire texture is stretched in Y. This makes me think he used a different method to achieve the result. Can anyone shed any light on how he achieved the effect? Or alternative ways to go about this? I've reached the limits of my (limited) C4D knowledge and would love to know how to get past that last 10% and get this finished. Thanks!