Don Jenkins
Forum Replies Created
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Yea i really like the flexibility the shader effector provides, but I’m afraid I’ll come across that problem where it will start to spazz out if I make the character/cube object move like how it did before, however I will try it as soon as I get my hands on my desktop, when you get the chance to check out the file I sent ya ya, please have a look through what I have going’s on to get it to how it is currently, I also didn’t know about the priority order thing you mentioned regarding the order of effectors in a effectors tab, that’s neat!
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Hey 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.” -
Sure! I’ll send a copy with the features it has so far when I return later today
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In 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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Ah, 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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Yea 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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Sure thing!! So imagine that cube you saw with those 4 pieces being traced from it. Now I have a collection of different types of textures. I want all of those 4 to not only use different textures but to alternate/randomize throughout the timeline. The only way i can see it doing that is through the multishader mixed with the random effector. (Keep in mind I might up the amount of points it traces on another object other than just the four points in that file i sent ya) next, i want there to be smooth randomized visibility. In this case the only method i know of is the shader effector you proposed or a random effector mixed with a color shader in the transparency channel or alpha channel. Hope this clears a bunch of stuff up man, I can’t thank you enough for engaging in helping me ☺
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Actually! Here’s a file i have with just the shader i pasted from the file you sent, do you think you can figure out how to make it work on this? The only issue i have with using the shader is if you hit the play button, the shader’s noise animation bugs out and starts to go super fast, but once it stops moving, It’s speed becomes the speed i want it to go at
12341_particlesv10study.c4d.zip -
The part in terms of how the shader mimicks the random transparency is awesome! But how would i go about making the textures I put in the multishader randomly change throughout the clones without effecting the transparency you have set up in the file? Other than that, the way the shader effects the transparency is perfect! ????
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hello?