The scenario I have is that I used xgen to create a field of pebbles using the sphere primitives. Using a stone texture that I ran through aiColorJitter, I was able to create a look I like. The problem is that the jitter changes each stones randomness on each frame.
I've watched a few tutorials on randomizing color for xgen and I have been able to in fact get random colors working on the xgen primitives. However, the effect I'm looking for is variations on a texture, not variations on solid color.
I'm sure the answer is something simple that I'm missing, any help or information resources would be much appreciated.
Thanks
-DD
Solved! Go to Solution.
Solved by Stephen.Blair. Go to Solution.
Do you have Multithreading enabled? (Preview/Output > Arnold Advanced Settings)
Have you also tried some of these XGen color tutorials?
Thanks for the quick response.
-I do have multithreading on, same result.
-Thank you for the tutorial link, I actually used a similar tutorial and was able to get it working... but it isn't quite the result I was looking for.
I managed to get (more or less) the result I was looking for, but it wasn't as clean/convenient as the jitter utility. Basically what i wanted to do was use the Jitter utility to feed a stone image into the ai standard, but vary the hue/gain a little to vary the result. This worked perfectly, until I advanced a frame and the variations changed as if the index of each xgen sphere changed. I did the tutorials, but they all had me entering random expressions on the color attr I created. That works fine, but it was just solid colors for each stone. I couldn't figure out how to vary a supplied texture.
What I ended up doing was making a random expression on the xgen that only gave values of grey then multiplied that result against my texture and fed that to the shader (Hope that makes sense). Seems like there's probably a more elegant solution, I'll spend some more time with those tutorials and see if I missed something.
Thanks again for your help!
-DD