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Sircharles

Animated tree

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Hi all,

I'm animating a tree transitioning from summer to winter.

I'd like the leaves (1000's of) to slowly disappear individually - randomly.

Is there a way to randomly have the transparency on some of them animate to 100%

Thanks

Graham

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There are several ways to do this. One way that comes to mind is by using a shader effector with noise and high contrast:

 

In the mograph cloner, on the transform tab, set the color value to pure black.

With the cloner still selected create a new Shader effector.

Turn off "Scale" on the Parameter tab of the Shader effector. Color should already be set to "On"

In the Shader effector go to the Shading tab and select Noise as the shader type then click on the "Noise" button to edit it's parameters. You'll need to play with the noise scale and noise type to suit your needs but first I'd increase the contrast to around 75 percent so it's not so soft...this may not matter.

Now go to your material for the leaves, turn on Alpha channel and set the texture shader to MoGraph > Color Shader.

 

To make the transition occur, go back to the Noise shader within the Shader effector and pull down the brightness level to just where the last leaf disappears and key the brightness. Then on an earlier / later frame pull the brightness level up until the last set of leaves fully appear and key again. Then right-click on the brightness parameter and select Animation > Show F-Curve. Select a key and change to linear interpolation.

 

 

Let me know how it goes.

 

Here's a little sample scene (press play):

https://www.dropbox.com/s/695fjbzh1lrf9an/Mograph-Random_Offset_Transparency_Animation-v1.c4d?dl=0

Edited by sbtread

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Okay. This is still possible and in fewer steps:

 

Create a MoGraph Fracture object and set the Color parameter on the transform tab to pure black.

Set the fracture mode on the Object tab to "Explode Segments & Connect".

Make the Leaves (assuming a single mesh object for all leaves) a child of the MoGraph Fracture.

For all leaf materials turn on the Alpha channel and set the texture to Mograph > Color Shader.

Use that same Shader Effector as above and drop it in the Effectors tab of the MoGraph Fracture object.

 

**If the leaves are all individual polygon objects it's best to combine them into one mesh to increase performance. Select all of them and in the viewport > right-click > Connect Objects + Delete or from the object manager > Objects menu > Connect Objects + Delete

 

Go to sleep happy.

 

Here's a new scene:

https://www.dropbox.com/s/nwmk2bjbpxbjw3c/Mograph-Random_Offset_Transparency_Animation-v2.c4d?dl=0

Edited by sbtread

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...since you are changing from summer to winter the same technique will work for changing the colors of the leaves over time. Use a new Shader effector for this and instead of working with the material's alpha just apply the mograph color shader to the texture of the color channel or in reflectance. Then in the new shader effector > Shading tab > Shader -- set to noise but change the Color 1 and Color 2 values of the noise to something like green to red. If a bitmap already occupies the texture field of the material's color channel then turn it into a layer shader and stack the mograph color shader on top of the bitmap texture with the mix mode set to add or multiply (depending on luminance).

 

Sample:

https://www.dropbox.com/s/8e3fr4qudi6qfx2/Mograph-Random_Offset_Color_Animation-v1.c4d?dl=0

Edited by sbtread

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