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Walkthrough : Multishader Random Time Offset


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#1 douwe

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Posted 21 March 2011 - 10:53 PM

I recorded a quick walkthrough on using a Random Effector + a Time Effector to Time Offset animated textures with the Mograph Multishader.
Posting it here since i awakened the topic a few days ago in a related thread.

http://www.vimeo.com/21302433

hope this is useful to somebody.

calling out to monkey mike :
3 years ago you mentioned sequencing the offset to the timing of a soundtrack.
was the approach related to this ? ( something like sound effector + time effector to multishader ? )
a few keywords of insight maybe, if you have a sec ?


cheers,
douwe

Edited by douwe, 21 March 2011 - 10:54 PM.

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#2 the_Monkey

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Posted 22 March 2011 - 04:26 AM

calling out to monkey mike :
3 years ago you mentioned sequencing the offset to the timing of a soundtrack.
was the approach related to this ? ( something like sound effector + time effector to multishader ? )
a few keywords of insight maybe, if you have a sec ?

Yea... that was back during my first Ecko project.
I was trying to get the tiles from the book lining (at 0:19) to sequentially offset between patterns in time with the music. I was using the same bpm maths that I use for typical offsets with Step/Inheritance Effectors, but it always kept slipping frames. Eventually I moved on and did it all with UV offsets (which were mathematically precise). The multi-shader has kinda felt incomplete from day one. The fact that it can't preview in the viewport makes it an absolute burden to use. I find myself constantly working around it with other methods. I would like to convince Maxon to overhaul the way animated movies are played in general, I find myself animating tracks for every animated movie I bring in just so I can be sure frames are numerically where they're supposed to be.

Also... double thumbs up douwe for taking an active roll by taking the time to figure things out and post them.
It's just about the coolest thing one can do at mograph.net.

;)

-m

Edited by the_Monkey, 22 March 2011 - 04:26 AM.


#3 Zickar

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Posted 22 March 2011 - 12:19 PM

thanks for the tutorial , will try it today , looks very interesting
Just one question though : Does it not have sound or is it just a mix up

Blog : www.motionzickness.wordpress.com


#4 daveglanz

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Posted 22 March 2011 - 12:30 PM

Thanks Douwe! Looks pretty useful. And Mike, I think you're mistaken - the coolest thing you can do on mograph.net is comment on all the other awesome stuff other people are doing :)

#5 douwe

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Posted 22 March 2011 - 10:35 PM

@monkey :
i asked you about this because my own first tests produced some very unpredictable results as well.
Since i'm still discovering all this stuff i tend to blame all imprecision on not enough exploration invested and experience gained.
On october 7, 2008 you said : "I would like to think if I gave it another shot today I could get the desired results."
That fascinated, motivated and frustrated me enough to try and dig deeper, but to no avail...

i better move on then, especially since, indeed, not having viewport preview is a hell.
Never really played with animating uv offsets, but i can imagine how Flat Mapping + animating Texture Tag Parameters and Coordinates can be a very precise alternative for some uses ( that is what you're talking about, right ?).
c4d definitely has room for improvement on how it deals with animated movies.

also, thanks for the thumbs up.
i have some very generous role models ;) , and i'm learning a lot.
figuring this stuff out is just passion.
As daveglanz said : the real value is in the comments and replies.

@zickar :
there's no sound indeed.
the david lynch soundtrack you hear is alien.

d
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