Randomize luminance for cloned objects
#1
Posted 04 January 2012 - 08:10 PM
#2
Posted 04 January 2012 - 08:25 PM
There might be a better, more smooth way i'm not aware of though.
http://gsg.s3.amazon...ghtness.c4d.zip
Cheers,
Nick
#3
Posted 04 January 2012 - 08:57 PM
#4
Posted 04 January 2012 - 09:14 PM
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
Posted 04 January 2012 - 09:15 PM
and a Color Shader in the Texture of the Luminance Channel.
http://www.mediafire...3x8w3hrq6z73tbd
d
//////////////////////////////////// douwe on vimeo
#6
Posted 04 January 2012 - 09:25 PM
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
Posted 04 January 2012 - 09:31 PM
#8
Posted 04 January 2012 - 10:18 PM
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.
//////////////////////////////////// douwe on vimeo
#9
Posted 05 January 2012 - 09:55 PM
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
Posted 07 January 2012 - 08:31 PM
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
Posted 07 January 2012 - 09:39 PM
That keeps Space Control nicely in the hands of the Random Effector.
d
//////////////////////////////////// douwe on vimeo
#12
Posted 04 October 2012 - 06:41 PM
#13
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
Posted 05 October 2012 - 05:02 PM
#15
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.
//////////////////////////////////// douwe on vimeo
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