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Activity Forums Maxon Cinema 4D controlling color of Mograph Cloned objects

  • controlling color of Mograph Cloned objects

    Posted by Robyn Rhodes on December 16, 2010 at 9:13 pm

    I have a cube cloned in grid array, and I want the whole field of blocks to be white except for one which turns red. I managed to turn the one block red with a Shader Effector, fall off set to box, and Color Mode enabled to User Defined. The problem is that when I apply my white material, it over-rides the Shader Effector. The other thing is that I need is to use GI. I have a sky object white Luminance channel activated material to light the whole thing, which is exactly what I want, look wise. I even figured how to use two shader effectors, to do this by duplicating the shader red shader effector and then changing the color the blocks white and invert as suggested by someone here. The problem I am having is how use shader effectors in this way and enable the luminance channel of the shader of the color mode. I’ve tried using the “shading tab” of the shader effector and picking luminance in the “Channel” parameter, which then brings up another Texture Tag field. This is where I get lost, stumped. I’ve researched quite a bit before posting and have gotten no where in three hours. I’ve placed a PlaceHolder red block in there for you to see the look I am after. If you open the project and render the frame it looks exactly like I need it to.

    1408_oneredblock.c4d.zip

    If you delete the “Desired Effect” cube and delet the white material applied to the cloned cube. You’ll how I am able to turn one cloned cube red.

    To much info, sorry.

    Not enough….Let me know:)

    1408_oneredblock.c4d.zip

    This is what I need to animate. Picture at top of webpage.

    https://edwardboches.com/

    Thanks for any help!

    Robyn

    I’m running Snow Leopard on a 12 core with R12

    I’m only half the thing I say I am, the other half are me.

    Brian Jones replied 15 years, 3 months ago 3 Members · 8 Replies
  • 8 Replies
  • Adam Trachtenberg

    December 17, 2010 at 12:23 am

    Hi Robyn,

    Try this: https://www.3danvil.com/tutorials/1408_oneredblock_AMT.zip

    In this case you have to use the MoGraph>Color shader to prevent the shading from being overwritten by your material. The color shader is placed inside of a colorizer shader. The effector determines which color from the gradient is used based upon the effector’s strength/falloff.

    I also set it up to use the AO effect instead of GI. Doesn’t look as good but it’s faster. 😉

    AdamT
    Cinema 4DXL8 Bodypaint

    *Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*

  • Brian Jones

    December 17, 2010 at 4:45 am

    Adam’s got a good way there and I tried a Step effector as well but I can only see one way (at least at the moment) to not have the cloner as a whole pick up the Luminance from the red material and end up with the white clones having luminance that washes out the GI red that should be cast on them. Keep the Desired cube, make it just a nibble bigger than the cloned cubes and use xpresso to align it with one of the clones. That way it’s the only cube that has the luminance and red gets spread to the white clones around it.

    1414_1408oneredblockbj.c4d.zip

  • Brian Jones

    December 17, 2010 at 1:20 pm

    Sorry, the xpresso will have to have it’s Priority set to Generators 1 (or more) for this to work properly if the cloner is animated, otherwise the Desired cube would lag behind a bit because without that it’s not being positioned after the cloner move.

  • Robyn Rhodes

    December 17, 2010 at 1:46 pm

    thanks to both of you for these potential solutions. I really only need the Red Cube to pop out at the end, so perhaps I can wrangle it in there somehow manually. I feel better knowing that you guys were stumped too on how to do it with GI:)

    anyone else?

    I’m only half the thing I say I am, the other half are me.

  • Adam Trachtenberg

    December 17, 2010 at 3:35 pm

    I wasn’t stumped how to do it with GI — I was just offering the AO alternative as a faster-rendering option. The file I posted will work equally well with GI.

    AdamT
    Cinema 4DXL8 Bodypaint

    *Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*

  • Robyn Rhodes

    December 17, 2010 at 3:55 pm

    even better:) I need GI because I need the sky object to seamlessly blend into the cubes as if the shadows are emerging out of the whiteness. actually I just looked at your project again and noticed that unless the same Luminance channel enabled white texture isn’t used on both the sky object and the cloned cubes, the desired effect is not achieved. I realize I could clone the cubes until they fill the frame which would eliminate this problem, But I want to have the shading of the cubes emerge from the whiteness, which I believe is possible only by using Luminance materials and GI illumination for everything. I’ve poked around and haven’t been able to get the red material you created to illuminate the white the way the “Desired Effect” Cube is doing it.

    Thanks for your brain time.

    r

    I’m only half the thing I say I am, the other half are me.

  • Adam Trachtenberg

    December 17, 2010 at 4:08 pm

    Here’s one set up to provide the original look with GI: 1417_1408oneredblockamtgi.c4d.zip

  • Brian Jones

    January 29, 2011 at 8:10 am

    Kind of late now but I was trying to get a single different clone on another project (a Dynamics test) and found a way that would work for this too. It uses the Matrix object generating Thinking Particles instead of a cloner and a bit of xpresso to assign a white cube to all but one of the particles and a red cube to a single TP index using the PShape node.

    1560_oneredblockmatrix.zip

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