You’re welcome, Jerome.
The main thing that I notice over the years is, that the name “Shader” of the Shader Effector leads sometimes to the idea, that the clones could get the shader information as a texture. Each clone receives one single (RGB) color only, from whatever is “loaded” into the Shader Effector.
This color can be used to change the appearance of a clone, or if set to “Black and White” (via ID or “Colorizer”), the “MoGraph Color Shader” can be used even as a mask inside the “Layer-Shader”. In my series of J.E.T. (Junior ExtraTerrestrial) I used this color information to give each “building” in a city extension a different facade color, mixed with a texture; while combining several parts of the building from random clones, etc.
On the other hand, each clone can have “Polygon-Selections” or Extrusion and MoGraph’s MoText have pre-difined selections (C1,C2, R1,R2) which allows to feed different informations to each clone part. Perhaps another way to individualize clones.
With kind of camera mapping you can add even more on top of that. But it needs some tricks. (Note: Camera Projection doesn’t work inside of the Shader Effector, so a different method is needed, spherical with the texture tag axis on the camera ;o)
Have a good one
Sassi