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Randomize luminance for cloned objects

luminance cloner mograph random

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#1 biscuitsanddavey

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Posted 04 January 2012 - 08:10 PM

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.

#2 Nick Campbell

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Posted 04 January 2012 - 08:25 PM

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.amazon...ghtness.c4d.zip


Cheers,
Nick

#3 c1p0

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Posted 04 January 2012 - 08:57 PM

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.

#4 tezuka

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Posted 04 January 2012 - 09:14 PM

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.?

#5 douwe

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Posted 04 January 2012 - 09:15 PM

Fastest way I can think of is a Shader Effector with a Noise,
and a Color Shader in the Texture of the Luminance Channel.

http://www.mediafire...3x8w3hrq6z73tbd

d
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#6 tezuka

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Posted 04 January 2012 - 09:25 PM

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, 04 January 2012 - 09:29 PM.


#7 biscuitsanddavey

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Posted 04 January 2012 - 09:31 PM

Thank you! Douwe had the perfect result for what I needed. Should start with the Shader Effector next time. I will render out the result and post the final product.

#8 douwe

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Posted 04 January 2012 - 10:18 PM

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, 04 January 2012 - 10:19 PM.

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#9 Nick Campbell

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Posted 05 January 2012 - 09:55 PM

Wow douwe,

The shader effector is a WAY better way to do that. You got me playing with it for my Tiny Animation Project. Fun!
http://greyscalegori...iny-animations/

#10 tezuka

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Posted 07 January 2012 - 08:31 PM

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.

#11 douwe

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Posted 07 January 2012 - 09:39 PM

thanks for elaborating, derya.
That keeps Space Control nicely in the hands of the Random Effector.

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#12 ianfreeze

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Posted 04 October 2012 - 06:41 PM

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...

#13 este.eri

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Posted 04 October 2012 - 09:00 PM

Fastest way I can think of is a Shader Effector with a Noise,
and a Color Shader in the Texture of the Luminance Channel.

http://www.mediafire...3x8w3hrq6z73tbd

d


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

#14 ianfreeze

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Posted 05 October 2012 - 05:02 PM

anyone? bueller? bueller....

#15 douwe

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Posted 06 October 2012 - 12:03 AM


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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#16 este.eri

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Posted 06 October 2012 - 01:38 AM


I think you're looking for this file.
Check out tezuka's remarks though. He's making an important point.

cheers,
d.

thanks!





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