Activity › Forums › Maxon Cinema 4D › How to make one random effector ONLY effect a multishader in my color channel, while another random effector ONLY effects the color shader in my transparency channel?
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How to make one random effector ONLY effect a multishader in my color channel, while another random effector ONLY effects the color shader in my transparency channel?
Steve Bentley replied 8 years, 5 months ago 2 Members · 22 Replies
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Steve Bentley
April 12, 2018 at 3:25 amSo you’ve got the spline wrap putting a 6 poly cube around the traced paths of the points on the other cube. That is creating what I would call broken geometry because there aren’t enough facets to really wrap -is that intentional?
With only four tracers (or even 8 or 20) this might be better to animate each object by hand (think how much time you have spent already).
Then you can just keyframe the different textures on each object. You can use the shader effector without a cloner.
I know that’s not so procedural but you always have to take stock of whether its going to be easier to just do it or let the computer do it for you, given that you can’t always get the computer to that last stage of finesse like you could with doing it by hand.I guess I’m not clear what the tracers are for. The object swept along the trace line will change shape so with the type of texture you are using it will change shape too – is that the goal? I’m sure you have a reason for attacking this way but the fracture, the tracer and the spline wrap seem unneeded and even harmful. What am I missing?
Do you have a picture or a sketch of what this should look like?
I ask that because I think there is a better way and if I could see the look even on a napkin I might be able to suggest it. -
Don Jenkins
April 12, 2018 at 12:19 pmYea man for sure, I’ll try to explain it more clearly. So as for the Spline Wrap, I need the feature it has to twist, in this case it’s just call rotation in the attributes of the Spline Wrap, I have another file where I have stuff set up that isn’t in the file i sent such as an xpresso i have set up for the Banking value to increase as it goes through the timeline. The tracer is something I need as I plan to use this on a Character I’m going to be animating a lot. I believe i put the fracture object there to make a random effector that isn’t there anymore to effect each of the points being traced, so that’s what I’m trying to achieve, Here’s an example of something i did regarding it following an animated character. – https://youtu.be/3Lj39ufFfyM In this video, the collection of textures I was talking about is a different pattern of lightning textures, you can also see how it rotates throughout the animation by itself via the rotation setting in the spline wrap object and the automated banking via xpresso, I hope these sheds some light as to what I’m trying to achieve. I just need a way to have those traced parts like in the video to randomly appear and disappear
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Steve Bentley
April 12, 2018 at 10:36 pmOk lets get the basics right first. Is this the type of thing you are trying to do? Note I have subdivided the cube that is deformed by the spline wrap – this was missing from your file. With out this there isn’t enough geometry to bank or rotate the wrap and you end up with flashing overlapping polygons.
Also, as an option, turn off the spline wrap in this file and turn on the sweep. You may find this easier to work with. -
Steve Bentley
April 12, 2018 at 10:40 pmHere are two spline wraps so you can see the problem – one has the subdivided cube and one doesn’t.
The geomtry of the undivided cube is not allowed because you have non planar polygons. It will render but it will shred textures. -
Don Jenkins
April 13, 2018 at 1:42 amAh, yea i understand what you mean, I already have a working version of the rotation with the spline wraps and such, I was just explaining what I had going on in the video i did, my real problem is the random texture with random transparency haha, I apologize for any confusion
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Don Jenkins
April 13, 2018 at 1:45 amIn general, I have all the features I’ve listed successfully existing in my own project files except for those two features = Random Texture w/ Random Visibility/Transparency
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Steve Bentley
April 13, 2018 at 9:06 amCan you upload the actual project? If we’ve solved all those things I’m not sure what’s still not working.
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Don Jenkins
April 13, 2018 at 12:52 pmSure! I’ll send a copy with the features it has so far when I return later today
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Don Jenkins
April 13, 2018 at 7:15 pmHey Steve! I’ve put a null in the scene file with an annotation tag I’d love for you to read. Thanks again! Here’s a project file with my features I have
Just in case something goes wrong with the annotation, here is what it says – “Hi Steve! So this is pretty much a version of my setup without my fancy character
and custom textures, I just replaced the textures in the multishader to
different colors for this file.
Now my problem is this —
I know how to make them randomize in color as you can see now if you
play it. I know how to make them randomize in transparency if i was to
use a color shader in the transparency or alpha channel. However, I do not
know how to make them work seperately. There would be moments where I
want to control the speed of how frequent it randomizes from one color to
another, and moments where I would want the speed of the random transparency
to differ. An example is the changing of textures going one speed, but the
speed for random transparency/visibility going another. Maybe the change
of transparency can be slow, but the change of textures can be fast, or vice
versa. Basically, I do not want a random effector i use to effector both channels
if i did have them both. I need a way to seperate them in a way. I cant
thank you enough for trying to help me. I hope we can find a way. Im
Super desperate and this is something I’m gonna use ALOT for future animations
regarding my superhero animated character.” -
Steve Bentley
April 13, 2018 at 10:20 pmI can take a look in an hour or so. In the meantime, I would switch to the Shader effector – it can do everything the Random can do but with more flexibility. (in fact since the shader effector came along the random effector is redundant).
Second, you can use multiple shader effectors on the same cloner to get at different attributes. Changing the order in the list of effectors in the cloner determines which one works “first” or is “on top” and you can increase or decrease the intensity of the effectors there as well so you can blend them.
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