Activity › Forums › Maxon Cinema 4D › bake multi shader cloner
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bake multi shader cloner
Posted by Dzianis Kazlouski on August 4, 2014 at 9:37 pmI have a cloner with 50 objects. And multi shader with 50 textures.
Also Cloner has dynamics body tag. When dynamics body tag action finished needs convert cloner to editable. But then lost textures. Can I bake them? I need get 50 different matireal.
I hope for your help
Thank youMatthieu Gueret replied 10 years ago 4 Members · 8 Replies -
8 Replies
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Brian Jones
August 4, 2014 at 10:15 pmdoes the cloner have to be editable or are you just letting things fall into position and then want them to stay?
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Dzianis Kazlouski
August 4, 2014 at 10:32 pmI need editable each object separate
“Bake object” makes 50 objects and 50 identical matireal
How to make 50 different texture -
Adam Trachtenberg
August 4, 2014 at 10:53 pmWhat is your reason for baking everything? Are you intending to export to a different program? If you’re going to stay in Cinema you can bake the cloner/physics simulation and then drop the individual objects into a fracture object and use that to apply the multishader.
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Dzianis Kazlouski
August 5, 2014 at 11:29 amnot exactly true. as example deck of cards.
I bake simulation. But multishader to fracture object doesn’t work like as cloner object. Can I bake all texture in differen files?
Something like split multishader. -
Adam Trachtenberg
August 5, 2014 at 4:42 pmSeems to work fine with the fracture object here. I applied a multishader to the cloner and then applied a random effector set to sort mode, affecting only texture. That distributes the multishader textures across the clones. Then I baked the cloner/physics animation and dropped the individual objects inside a fracture object. Then I applied the multishader to the fracture object and applied the same random effector to it. The textures are distributed exactly as they were with the cloner.
Unfortunately I don’t know of any way to bake out the multishader itself.
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Dzianis Kazlouski
August 5, 2014 at 8:07 pmThank you!
I don’t understand what I did wrong but now all right. even without fracture -
Matthieu Gueret
September 9, 2016 at 3:02 pmHi. it’s an Old post but I have the same pbl…
I need to bake out the multi shader itself (apply on a cloner with random effector… it’s a pixel map with 700 clones I need to export in FBX ). I’ve try different ways but impossible to keep the random materials on each clone in order to Bake it, event with a Mograph Cache apply to the cloner….
each time I make a “connect obj & delete”, I lose the random color multi shader.It seems you got a solution isn’t it?
Thanx in advance.
Matt
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