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biscuitsanddavey

Randomize luminance for cloned objects

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Does anyone know how to randomize the luminance brightness of a material applied to a cloner so that all of the cloned objects have random levels of brightness? I have been messing around with the Multi Shader, Random Effector, and Xpresso but can't seem to get the Luminance Brightness to randomize. Using the random effector, and changing the mode to Noise, can generate rhythmic random position, scale, and rotation, but I want that control over the luminance brightness.

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Using the MultiShader should work to randomize the brightness. Set different brightnesses in the shader and then use the random effector set to "Noise" to have it animate. Here is a basic example.

 

There might be a better, more smooth way i'm not aware of though.

 

http://gsg.s3.amazonaws.com/RandomBrightness.c4d.zip

 

 

Cheers,

Nick

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Use the Multishader as Nick says, or if you want to get "dirty", use the per anders cloner script to get the objects from the cloner, then use an xpresso setup for iterating through the materials for each object.

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There are a couple of ways to do this, the MultiShader approach is the most cumbersome tightly followed by xpresso.

Do you want the randomized luminance to change over time or over Clone Position?

Do you want it to go from black to white, or color to color etc.?

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That's why I asked if the Luminance should change over Clone Position, dostum :-)

Change the grid size of your Cloner and you'll see that the random Clone Luminance changes.

Edited by tezuka

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Glad we could help you out, biscuitsanddavey.

cheers.

 

That's why I asked if the Luminance should change over Clone Position, dostum :-)

Change the grid size of your Cloner and you'll see that the random Clone Luminance changes.

 

I'm aware of the issue, yoldaşım.

If I had seen your reply I would have waited to see what you would come up with to adress this.

 

You can set a Random Effector to UV Space, but the 2D-UV-Space of the Shader Effector doesn't work that way.

 

What less-cumbersome alternative would you have suggested ?

 

d

Edited by douwe

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I would set the first Color within the Cloner Object, in this case white. Take a Random Effector, deactivate Position Parameter and set the weighting slider to 100%. Then take a Plain Effector, deactivate Position Parameter and set the second Color, in this case black. Then use a Color Shader inside the Luminance Channel like Douwe mentioned. This way, your randomized luminance won't change in any case other then using another color influencing Effector.

 

The Shader Effector approach can cause color flicker as it's calculated in world space. When you animate your Clones PSR within your Cloner Object your clones "swim" through the shader. Other than that it's the most straight forward one.

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I've got what I think is a similar problem to this one. I've animated my luminance channel (a neon tube flickering on) and dropped that in a cloner. Im trying to offset the flicker by a frame or two, but once all the lights are on they just stay on. Any tips? Google hasnt helped much, but Im not exactly sure what to search for even. gracias muchachos...

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this link is dead now. may I have it from someone. I would love to look at this

 

I think you're looking for this file.

Check out tezuka's remarks though. He's making an important point.

 

cheers,

d.

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