Hi
Leaping into the Arnold world and trying to find some of the answers along the way.
Is there a way to get a Motext object to display as different colours/materials like you can with C4D's native multi-shader?
C4D file attached for reference
Thanks in advance
Alex
Sorry, there's no attachment. Maybe a screenshot would do?
Maybe you could use Jitter?
You can use a switch shader driven by the index of the letters via a user_data_int shader, like this:
If you need random colors, you can use a color_jitter as Stephen suggested.
Awesome - thanks Peter and Stephen
That worked a treat.
I can see the jitter node it pretty powerful, but can't see how to pipe in the User_data_int node?
Any chance you could screen grab that setup too?
Really appreciated
Alex
The screenshot I posted in my other answer is showing how to use the user_data shader. Just set the Attribute to index and connect it to the Index parameter of the switch shader.
Here's a basic example with a modulo shader creating a loop: motext.zip
Hi Peter
Nice! I like that modulo function.
I might not have been very clear before with my jitter question...
I can see how jitter can control colours/hues etc for a cloner object, but how to i get the jitter node to modify the colours of a Motext object? I presume i need to set the attribute to index, but where is that function when not using Switcher_shader?
Cheers
Alex
For jitter, you can use the Object values. Each letter is sent to Arnold as a separate object
Jitter has different modes, it can randomize colors per object, per face, etc. Since each letter in MoText is a different object you can simply setup the object mode. Alternatively you can setup the user data mode and connect the user_data shader with the index to the User data > Data input.
You can also use a Shader effector and read the color via a user_data_rgb shader.
You can find examples here: motext_v02.zip
Hope this helps.
Wow - i'm impresses at how much control you have in Arnold.
This solves my problem, but i'm now more interested in how far it can go...hope you don't mind.
What if I wanted to use different Standard-Shaders linked into a Switcher_shade node (like the first gold version you created) but instead of the modulo node to loop them, can a randomise node be added here instead to randomly apply the different shaders to the different Motext 'objects'
Last question i promise!
Many thanks
Alex
Sure, that's fairly simple. You can drive a random shader with the index and use a range shader to map the result based on how many shaders you have.
Awesome
thanks again. really appreciated
plenty for me to play and learn with now
Alex