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Unique UV coordinates per clone
Posted: 22 February 2020 04:14 AM   [ Ignore ]  
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Joined  2020-02-21

HI,

I made a wood floor using a cloner set to honeycomb and using a single cube shaped to be a wood plank.

I also made a procedural wood texture using the node material. Very happy with the material.

Now, when I apply it to the cloner, it is all treated as one object. Understandable. When I apply it to the object being cloned, then every floor board is a duplicate. I would like to randomize the UV coordinates of each clone so the procedural texture is different for each clone.

I’ve been attempting to do it using a Mograph node and a UV transform node and connecting some combination of the two to the context input. Assuming that method can accomplish the task, I have not figured it out. I didn’t find enough info in the manual or any tutorials online so am stumped and asking here for some guidance.

Thanks for any help.

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Posted: 22 February 2020 04:39 AM   [ Ignore ]   [ # 1 ]  
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Hi info,

Please have a look at the file below:
https://www.amazon.com/clouddrive/share/zAGgRLLN1P7oyXL8simgepyL6mkW3U96rrNnstFoz9u

Load your material and drag it over the Texture Tags of the scene, render it then.

The idea is here to have two objects with different UV setups for each. Then the Cloner is set to Objects> Clones> Blend. A Random Effector set to Modify Clone, any PSR-Parameter is off.
This will blend randomly among the two UV setups. (This will not work with Render Instances nor Multi Instances.)

Inside the Node editor, you could use the Clone Color to move the UV Context around:
https://www.amazon.com/clouddrive/share/lznt5aPmBBGJfOwVZB0T5b0r9A8ILsGLUQjLftzL0F4
I used a checker board here, which stands for the material that you have created.
I found no problems with Render Instances, nor with Multi-Instance. However, it needs to be rendered to be seen.

Let me know if you have any questions about it. I’m happy to look into it.

Cheers

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Posted: 22 February 2020 06:12 AM   [ Ignore ]   [ # 2 ]  
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Hi Dr. Sassi,

Thank you for the reply.

I downloaded your node editor example and I see it works… I then tried to duplicate it in my scene and it didn’t work. The only difference being my material. So I went into your scene, and changed the checkerboard for the wood generator and it stopped working. Is this because the checkerboard is a 2D projection and the Wood generator is a 3D procedural? I was unable to make it work with the Wood generator and need some further guidance.

Your time is much appreciated!

Deva (Can I change my user name from Info?)

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Posted: 22 February 2020 07:16 AM   [ Ignore ]   [ # 3 ]  
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Hi Deva,

If that is a problem, why not work with the Clone/UV blend?

How can I know what you have set up? Have your clones individual colors? Please share the file.
It needs to be zipped to work here as an attachment. (If you use a cloud service, I use only DropBox, Google, Amazon, Apple, Adobe).

What defines the Context in your setup? What else needs to have an adjustment in your set up?

The file I shared is an example. The three nodes (MoGraph [to get the color of each clone], UV(W) Transform to use the color like a vector, and the Override Context, to change based on the other two the position of the texture.
To get the color difference to each clone, the Random Effector needs to be set correctly. These colors can be used to change the Noise behavior as well (Scale, which might be already enough change). Since guessing is a waste of time on both sides, I will wait for the material.

To change your Forum’s name, I assume you need to check with the Admin team, I have no experience with such things. (Use the Contact Us button.) Please note, as long as the name is in the post, I will use this, if nothing is in the post, I use the avatar name.

Enjoy your weekend

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 22 February 2020 08:12 AM   [ Ignore ]   [ # 4 ]  
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P.S.: I am under the impression that you have created your own Wood Material. However, perhaps you used as base the Default-Wood-Node Material.

If so, maybe this might work already:
https://www.amazon.com/clouddrive/share/opGY5tyZwyGkyEZ26zON1ETAMWbQKM6j6TG3tkhZ2gC

I have used here only the red channel; with some more Multiply nodes, you can combine all to get a more differentiated Seed value.

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 22 February 2020 08:12 AM   [ Ignore ]   [ # 5 ]  
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Hi Dr. Sassi,

Thank you again for your efforts.

I just tried the Clone/UV blend project and there are too many repeats of the same texture.

I don’t need to upload a project. Just take the node project you kindly provided in your first post. Open that project and replace the checkerboard node with the wood generator node. Change only that and it stops working.

Cheers,
Deva

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Posted: 22 February 2020 08:18 AM   [ Ignore ]   [ # 6 ]  
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Deva,

Wood is not a single node, it is an asset with lots of nodes inside of it. I have no idea what you have done. Sorry.

As we posted at the same time, perhaps check my last post.

It is past midnight here. I will have another look into it tomorrow.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 22 February 2020 08:48 AM   [ Ignore ]   [ # 7 ]  
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Dr. Sassi - 22 February 2020 08:18 AM

Deva,

Wood is not a single node, it is an asset with lots of nodes inside of it. I have no idea what you have done. Sorry.

As we posted at the same time, perhaps check my last post.

It is past midnight here. I will have another look into it tomorrow.

All the best

Hi Dr. Sassi,

Thanks again…

I see what you mean. Under generators is a Wood Node. I didn’t realize it was itself a complex node structure saved as a single node. I figured out how to look inside it and it has some UV Projection nodes and I can at least see why it wouldn’t work just replacing the checkerboard with it. So I tried a noise node instead of the checkerboard and that works as expected. I can create a very satisfying wood with some noise nodes and it will work for me. So my initial question is answered.

I’ll leave exploring the wood generator to understand how to make that work for the same use for another time when I just want to learn something.

Thank you so much. Your help solved my problem!

Cheers,
Deva

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Posted: 22 February 2020 05:30 PM   [ Ignore ]   [ # 8 ]  
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Thanks for the reply, Deva, and you’re very welcome.

Here is the most straightforward set up with Mograph, Honeycomb-Array, and the Wood Generator.
https://www.amazon.com/clouddrive/share/MdTWJ9YubRTqtfFHnWxjvDRqxDdnQQEDV2m8VVU78mf

Well, the math node could be deleted as well, but then there would be no option to get an alternative result if needed. Just change the input two entry to any number (integer, e,g., 345), and everything changes.

The initial question was about UV, which is not really addressed with this file. But I got the variety is the key, and this file does precisely that.

Have a great weekend

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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