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Rendering with Arnold in CINEMA 4D using the C4DtoA plug-in.
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Multi-shader for lettering

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Message 1 of 11
alexhammond
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Multi-shader for lettering

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



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Message 2 of 11
Stephen.Blair
in reply to: alexhammond

Sorry, there's no attachment. Maybe a screenshot would do?
Maybe you could use Jitter?



// Stephen Blair
// Arnold Renderer Support
Message 3 of 11

You can use a switch shader driven by the index of the letters via a user_data_int shader, like this:

motext.png

If you need random colors, you can use a color_jitter as Stephen suggested.

Message 4 of 11
alexhammond
in reply to: alexhammond

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

Message 5 of 11

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

Message 6 of 11

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


Message 7 of 11
Stephen.Blair
in reply to: alexhammond

For jitter, you can use the Object values. Each letter is sent to Arnold as a separate object



// Stephen Blair
// Arnold Renderer Support
Message 8 of 11

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.

Message 9 of 11

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




Message 10 of 11

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.

motext_v03.zip

Message 11 of 11

Awesome

thanks again. really appreciated

plenty for me to play and learn with now

Alex



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