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Cloner Object texturing
Posted by Gopal Reghunath on December 27, 2010 at 5:55 amI have a 10×10 cloner object of a cube in a grid format. I dont know how to give different textures to different cubes in the grid. I randomly want the cubes to be coloured red, blue, green and yellow. How do I do that?
Adam Trachtenberg replied 15 years, 7 months ago 2 Members · 3 Replies -
3 Replies
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Adam Trachtenberg
December 27, 2010 at 4:03 pmMoGraph clones can be textured with the MoGraph shaders (color, multi, beat). In this case you would put the mograph color shader inside of of a colorizer shader. Set the colorizer gradient to Interpolation>None and add your four colors.
Then assign a random effector to your cloner with Color Mode>On. To get an even distribution, set Effector>Random Mode> to Sorted and set Effector>Min/Max to 0% and 100% respectively.
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Gopal Reghunath
December 27, 2010 at 8:30 pmThanks a lot.
Ok I have one more question. How can I add certain textures to only the top facing sides of certain specific cubes in the grid?For eg: I want an autodesk logo to be on cube at 2×3, an adobe logo to be at cube 5×9 etc.
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Adam Trachtenberg
December 27, 2010 at 10:03 pmThat’s going to be trickier. I can think of two ways to do it, depending on how flexible you need it to be. One way would be stack a material with an alpha on top of the mograph material. The alpha would block the stacked material from appearing on any but your selected clones.
To do it all through MoGraph you’d have to use mograph selections and the multishader instead of the colorizer/mograph color shader. In your case I’d make three selections: one for each clone that’s to get a separate texture and one for the remaining clones. Restrict the random effector to the latter and then create two plain effectors (color mode on) and assign one to each of the remaining selections. In the multishader, create six layers. Load color shaders with your colors (blue, green, etc.) in the first four slots. Then put the two bitmaps in the remaining two slots. Set the random effector’s max parameter to around 80% so it’s only using the first four multishader layers. Adjust the strength of the plain effectors so they show the appropriate multishader layer.
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