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Tinting bitmap texture with random color
Posted by Sasha Zelman on October 30, 2011 at 5:31 amIs there a way to tint image-based texture of clones with random colors?
Ibrahima Niang replied 11 years, 5 months ago 3 Members · 5 Replies -
5 Replies
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Adam Trachtenberg
October 30, 2011 at 3:07 pmPlace your multishader inside a layer shader and then add a colorizer shader on top. Load the mograph color shader into the colorizer shader and then adjust the colorizer’s gradient to include the colors you want. Choose the desired transfer mode for the colorizer layer (probably screen or color) and that should do it.
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Sasha Zelman
October 31, 2011 at 8:18 pmAdam,
Thank you again. I will try to follow your instruction, but since there is so much nesting going on a sample material would help a lot. Is there a good flowchart diagram somewhere online of how shaders can be nested within other shaders and to what effect?
If I understood you correctly the layer shader will have two layers – colorizer (top) and multishader , the colorizer should be applied in one of the blending modes that affect the color of the multishader. Colorizer in turn should have color shader with appropriate gradients to choose color from?
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Adam Trachtenberg
October 31, 2011 at 9:57 pmYou’ve got the basic idea. The Colorizer shader has a gradient built in. What it does is apply the colors in the gradient based on the grayscale values of the texture or shader you load into it. Thus, if you load in a mograph color shader, the color shader will control which part of the gradient is applied to a given clone.
Here’s a sample file: 3163_tintingclones.c4d.zip
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