Chaos Corona for Cinema 4D > [C4D] I need help!

Corona Multi Shader no randomisation

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monsieurblack:

--- Quote from: Cinemike on 2020-04-27, 16:52:44 ---Wouldn't the native C4D Multi Shader in Index Mode just do that?

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Thank you Cinemike, I didn't actually realise I could use the native Cinema 4D Multi Shader in the Corona material with Corona having their own, so will definitely give that a go, much appreciated.

--- Quote from: houska on 2020-04-27, 17:01:14 ---Hi, this is an interesting request. I am afraid it's not possible using Corona Multi Shader. You could have some luck with what Cinemike suggests though...

What are you trying to achieve actually? I suppose you can't just group the objects into groups and assign the materials to those groups?

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Hi houska, many thanks for your reply. It's when I model a 'hero' object and hide that within a Null object to then use instances within a Cloner. This provides the flexibility to assign different shaders to each instance whilst allowing any changes to the model to propagate, saving time and keeping the scenes lighter. Crucially, is the assigning shaders part. If I assign a shader/texture to the 'hero' object then all instances have this. but approaching it the other way provides amazing flexibility.

From there I use a Cloner object to create grids of objects that I'd like each one to be assigned a specific colour/texture in a controlled manner, left to right.

So say they were 20 glasses of water with a straw left to right. One single instance within a Cloner. The 'glass' and 'water' objects are assigned the appropriate materials with the 'straw' object left with no material assigned. Once instanced this allows each copy to accept a different coloured straw. When using a Corona Multi Shader I'd like the option to not only have the textures within a folder to be randomly assigned but also have a level of control that would allow say the 10 different colours of straws I have to be assigned to the products in order, left to right. So I know for sure that the third object along will be assigned the third texture in the Multi Shader slot.

I'm sure this becomes more complicated if I create a grid 10 wide by 2 high for example? But obviously it would be great to have the means to know that the eleventh texture in the shader is assigned to the first object on the second row.

Hope that example better helps to explain the overriding principal of what we're looking to achieve? But happy to discuss further and perhaps in another manner altogether if it helps?

Again, thanks a lot for you help and replies guys, will try Cinemike's suggestion and see how we get on.

houska:
I see...

Another option that comes to my mind is using a MoGraph Effector to change the color of the individual instances and then reference that color using C4D's Display Color shader, which you can use in you material to somehow colorize the material for instance. But of course, it's a bit different thing than assigning a completely different texture.

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