Author Topic: What is the Corona Equivalent of the "Arnold - SHUFFLE NODE"  (Read 2492 times)

2023-03-04, 09:23:29

Oxocan London

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Hi everyone,

Can anyone tell me what the equivalent is of "SHUFFLE" in Corona renderer for cinema 4d? I am trying to build layered material using 4 different colours. Also, I am using a "PATTERN DESIGN" and I want those 4 colours to reference each pattern on my fabric. For reference, please see the attached designed pattern. Each of these patterns/shapes should contain a different colour.

In Arnold Renderer, you can use the "SHUFFLE NODE" that allows you to use a reference map (as attached) to change the colours of those patterns. This reference image is plugged into a shuffle note, followed by plugging it into a layered material node, which is then plugged into your texture node.

Any help or guidance is much appreciated.

Warm regards,


Ian
Oxocan London
Ian
Oxocan London

2023-03-04, 12:09:33
Reply #1

Stefan-L

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i am not 100% sure i understand what exact you want to try,
but any kind of pattern, filled with one or more textures inside, layered and randomization can be done with this plugin which works for corona:  https://3dtools.info/tilepro/

other than that simple things are probaly doable with the corona  multishader and uvw randmizer

2023-03-04, 12:24:54
Reply #2

Oxocan London

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Hi Stefan,

Thank you for that. However, I am not looking at purchasing plugins to do what a render engine should be able to do as basic. What i am requesting is very straightforward. You have a colour map that contains simple RGB colours. In my case, this RGB map has a certain design to it. I need to be able to tell the corona renderer "hey look at this reference RGB map. Where you see a red use this colour, where you see blue use this colour and so on".

In Arnold renderer, you can use a node called SHUFFLE. You connect the reference RGB map to the shuffle node and then you feed the shuffle note in a layered material alongside the colours you wish to reflect on each pattern. Does this make more sense?
Ian
Oxocan London

2023-03-04, 12:28:24
Reply #3

Oxocan London

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In addition to my last reply to Stefan, here is the setup structure in Arnold. Where you see puzzle matte is the coloured RGB image I attached in my original post.
Ian
Oxocan London

2023-03-04, 19:46:14
Reply #4

Stefan-L

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i am not from corona/chaos, but just a c4d/corona user, only wanted to point out solutions for such and much more complex things, a tool i designed and use everyday myself:)

anyway, the shuffle node is for sure nice for simple things and might be a nice addition to corona.

2023-03-06, 10:20:45
Reply #5

Beanzvision

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As mentioned in my support ticket, I think the multi-shader might work here. ;)

Bengamin Jerrems l chaos-corona.com
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2023-03-06, 16:56:34
Reply #6

Oxocan London

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Does not work. I tried all variations as per your email and still does not work. In Arnold Renderer this is done through the COLOUR SHUFFLE NODE.
Ian
Oxocan London

2023-03-06, 17:04:34
Reply #7

Beanzvision

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Well, maybe having the scene might help? At least then we can see how it's set up ;)
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2023-03-06, 18:27:31
Reply #8

Oxocan London

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Hi Bengamin,

Here is the final setup in Arnold!
Ian
Oxocan London

2023-03-06, 19:52:13
Reply #9

TomG

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I don't think there is such a node in Max or Corona (or V-Ray). But in essence it looks like the puzzlematte is simply saying "Red is a mask for Material A" "Blue is a mask for Material B" and so on, which could be built and saved as in the screengrab here, using the OSL ColorKey to extract each r, g, b etc. mask separately. These are then just masks you can use any way you like, though I did have to invert them (at least to make use of them the way I was thinking about it :) ).

The Base Color doesn't need a mask of course (that is, the "black" areas in the original puzzlematte).

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2023-03-06, 19:54:05
Reply #10

TomG

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Ah though I was doing this in Max, not sure if there is an equivalent to the OSL Color Key in C4D....

There may be a more elegant way to extract a mask, but looks like twin filters will do the job, so long as you are using pure r, g, b as the only colors (the Max set up would be more flexible than that in interpreting the mask colors).
« Last Edit: 2023-03-06, 20:01:29 by TomG »
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2023-03-06, 20:35:34
Reply #11

romullus

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I don't think there is such a node in Max or Corona (or V-Ray)

In Max this map is called RGB tint and it works perfectly with Corona. I guess that's one of the reasons why nobody has ever asked for this map in Corona.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2023-03-07, 08:11:11
Reply #12

Beanzvision

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From the original image, colour variations were spawned using the multi-shader and hue randomization.

Bengamin Jerrems l chaos-corona.com
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2023-03-07, 08:30:04
Reply #13

Oxocan London

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Hi Bean,

I completely get the amazing tool of randomising colours using the HUE node, hoever this is not what is required. We don't want to randomise, we need to be able to select exactly the colour required, which is this case the closest solution is that of the previous post done by your colleagues. Appreciate the feedback though!
Ian
Oxocan London

2023-03-07, 09:27:05
Reply #14

Oxocan London

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Dear Tom,

Thank you for sending me your solution however, it did get a little crowded with all the nodes. I tried a much simple solution using the CINEMA 4D COLORIZER node and this worked. Sometimes you need to use 2 or 3 colourizer nodes depending on the RGB colour map provided. If you got a green and a red that present two different colours/patterns, then you need two colourizer nodes, one that shows green and the other red. I've provided two samples. One contains the full RGB puzzle matte and the second only provides the green and the red. The point here is that COLORIZER is the solution to this problem!

See the screenshot for the workflow. If anyone else ever experiences this, do note that it took 3 days to work out and I am happy to be sharing the solution.

Warm regards,
Ian
« Last Edit: 2023-03-08, 07:31:56 by Oxocan London »
Ian
Oxocan London