Hi,
Have you thought about baking the texture of each fragment separately.
It’s under render. I think you still need to assign textures in the object manager separately first, though, to each shard.
Then bake each of those. Just: Bump, Color should be enough.
Texture baking creates a certain sized texture map bitmap file in your desired dimensions (multiples of two (2) please. UV coordinates and everything. Make it an uncompressed tiff for fastest processing.
But bake each fragment with the texture in place right after the beginning, with a tex tag trailling on every shard in the object manager.
Might do what you’re thinking. Just replace the color baked texture with a newly created (in C4D) bitmap of your color choice.
Hope this helps.
—–
Colin Williams
https://jumppointgames.com/
AIM:jumppointgames3
Skype:jumppointgames