Hey Iaec,
Thanks for your feedback, very nice of you.
Yes the Shader Effector works like that (if we have the same in mind). The Shader Effector takes from textures (even animations) or shaders for each clone one value. This value is then multiplied with the parameter of the effector. In a nut shell, if white is 1.0 (or 100%) then the parameter is used fully. If less or more, then accordingly.
There is another option, which is called Weight. Weight is given by, e.g., most Effectors, and if nothing else is done by the Effectors, then the Weight value can be used to adjust the influence of an Effector with preferably not weight influence. In that way you split how much with what at all. Works most of the time, but sometimes not really well, e.g., with the Time Effector (Rotation goes back etc…)
Speaking of splitting, you might use Random Effectors in a row, one for position, one for rotation and anther one for scale, or several for the same purpose, but different seed values and falloffs to change the randomness of the scene even more. Playing with the options is certainly a good idea. There is no failure, only feedback. What isn’t working now—might be the needed knowledge later on.
Just one more thing ;o) If you use an Object as “matrix”, this object might be useful to “randomize” as well. So the initial work is already done with, e.g., deformer/explode etc.
I will set up a little scene to give more ideas to explore.
All the best
Sassi
The amount of randomness >Random Effector > Strength for example. You certainly like to adjust the values of the parts in the scene, it is a lot…., just for the sake of demonstration.
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The red dots (or yellow if weight is heigh) are there when selected to be visible (Display) in the Cloner Object. They do not need to be visible to work.