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Activity Forums Maxon Cinema 4D Texture variation

  • Texture variation

    Posted by John Rygielski on September 3, 2013 at 1:39 am

    I’m trying to up the realism of tree leaves by adding a bit of variation to the hue/saturation of the diffuse texture. I’ve read about using the multishader and layering different variations of the texture, but I don’t know how to tell each leaf to randomly pick which variation to inherit. All the leaves are together in one mesh object. It’s probably a simple step I’m missing, it usually is.

    Adam Trachtenberg replied 12 years, 8 months ago 2 Members · 3 Replies
  • 3 Replies
  • Adam Trachtenberg

    September 3, 2013 at 3:19 pm

    You would need to make the leaf object the child of a mograph fracture object and set the fracture object’s mode to explode segments. Then you can assign the fracture object a random effector set to affect color. The effector will then randomize the multishader’s output.

  • John Rygielski

    September 3, 2013 at 6:11 pm

    Ah right, the random effector. Unlike cloning, though, the Index Ratio mode doesn’t work in the multi shader on this, just Average Color. Is that right? Also, is there a poly limit to fracture? It works on a simple test, but surprisingly hangs up C4D when applied to the tree leaves.

  • Adam Trachtenberg

    September 3, 2013 at 7:16 pm

    With the multishader you’d want to use the color brightness mode. Then the random effector applies the colors. For best results set the random mode to sorted.

    As far as a polygon limit for the fracture object, I don’t know of one, but it does get deathly slow with very high poly counts.

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