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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Drive colour on individual clones from vertex map.

7 REPLIES 7
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Message 1 of 8
JakobAppleby
911 Views, 7 Replies

Drive colour on individual clones from vertex map.

I have a bunch of boxes that i have cloned on top of a Realflow mesh, which has a vertex map that is generated based upon its speed.

How can i use that vertex map to alter the colour of the clones?

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7 REPLIES 7
Message 2 of 8
JakobAppleby
in reply to: JakobAppleby

I am also able to make my realflow particles into thinking particles if gives me another way to alter the colours.

Message 3 of 8

If you can setup the vertex map in C4D to drive the Display Color of the clones then you can use a user_data shader with the 'display_color' attribute.

Otherwise better to use Thinking Particle instances. Type velocity or any custom channel to the Export channels field and use a user_data shader, as described here.

Message 4 of 8
JakobAppleby
in reply to: JakobAppleby

I use a mograph matrix first, so that i can tell it to only make matrices where the simulated mesh is, with a volume effector

Then i clone my boxes onto the matrices. To get a voxel type effect.

So the clones doesn't directly connect with either the mesh or the particles.

Am i still able to use the TP method? Tried doing it like you said, but it couldn't know what to take colour from, considering, 1 voxel box is being cloned where there are several particles. (Or am i wrong?)

This is what i am working on improving: https://vimeo.com/183124892

Here you see the effect i get when cloning on matrices with a volume effector.

Message 5 of 8

> So the clones doesn't directly connect with either the mesh or the particles.

Ahh, I see. I'm afraid you can not use the vertex map directly in that case. You would need to find the surface point of each clone and interpolate the vertex map, which requires a custom shader code.

Message 6 of 8
JakobAppleby
in reply to: JakobAppleby

Presumed the vertex map was out of the picture, any possibilities with the thinking particles?

Thanks for your help @Peter Horvath

Message 7 of 8

Thinking particles have the same problem. You somehow have to map the simulated particles or vertices to the clone instances and I'm not sure it's possible with the current tool set. (Without writing a custom shader or procedural code.). Maybe anyone else has an idea how to do that?

Message 8 of 8
JakobAppleby
in reply to: JakobAppleby

Alright. Ill figure out if there are any other workarounds i can use to get this effect. Thank you for looking into this.

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