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Cloner texture morph
Posted: 04 December 2012 09:26 PM   [ Ignore ]  
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I want to have cloned objects moving along a straight spline to slowly transform from one texture to another as it passes the 50% point on the spline.
I assume this is possible using a shader effector with falloff but can’t quite get it to happen.  Any tutorials out there you can recommend ?
Or perhaps a simple explanation?  Thanks

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Posted: 04 December 2012 09:55 PM   [ Ignore ]   [ # 1 ]  
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Hi TAK,

Please have a look to the scene file.

As it is a straight spline in your scene, you can just use a “Plain Effector” to introduce a change of the color—from black to white. This change is based on the fall off.

THe color of each clone is then used in the MoGraph Color Shader. This allows to use the “Clone Color” in a Layermask function inside the Layer Shader. In this way the change of “color” creates the change. (It is only visible after rendering!)

Please note, the Shader Effector is not usable for any direct texture or Shader work of Clones. It takes for each clone a SINGLE value out of a texture and provides this SINGLE value (e.g., RGB) for the PSR parameter inside of the Effector or for further use in e.g., the MG Color Shader. Textures as in Materials are not provided as they are for any texture work.

All the best

Sassi

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CV2_r14_drs_12_MGtx_01.zip  (File Size: 154KB - Downloads: 212)
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Posted: 05 December 2012 04:24 PM   [ Ignore ]   [ # 2 ]  
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Thanks Doc

This is ALMOST exactly what I am trying to accomplish.  Actually your example IS exactly what I am trying to do.  I have tried to recreate it with two internal textures and the COLOR SHADER as a layer mask.  One texture is completely white the other is a noise texture…  Black and white.  I am getting the transition but I am not getting a FULL transition.  When I am past the falloff I still see a little bit of the noise texture underneath so it is not 100% change.

I am pretty sure I am matching all your settings. I must be missing something.

But this was a great help.

TAK

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Posted: 05 December 2012 04:35 PM   [ Ignore ]   [ # 3 ]  
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Hi TAK,

You’re welcome.

The reason for a little bit “left”, not the “full” transition, is mostly given that the Cloner Object itself feeds some “color” values into te mix. Go in the “Attribute Manager>Transform>Color” and set this to black.

If that is not working, please attach a scene-file with the problem. :o)

All the best

Sassi

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Posted: 05 December 2012 04:46 PM   [ Ignore ]   [ # 4 ]  
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You sir, are a genius!!  That did it.  This is an enormously helpful workflow.  In the past I have had to render out two versions and do a mask in After Effects.  Now I can do it all in one fell swoop.

Thanks Again!

TAK

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Posted: 05 December 2012 05:47 PM   [ Ignore ]   [ # 5 ]  
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Hey TAK,

Nice that this works for you :o)

Have a great day

Sassi

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Posted: 06 December 2012 08:23 PM   [ Ignore ]   [ # 6 ]  
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P.S.: I was interested in finding a simple solution to have a texture between start and end, to make it nicer. This technique can be expand widely, (of course the “Blend” clone option would work as well.)

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CV2_r14_drs_12_MGtx_02.zip  (File Size: 325KB - Downloads: 203)
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Posted: 13 December 2012 03:57 PM   [ Ignore ]   [ # 7 ]  
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For some reason when I use a noise channel the noise does not stick to the clones.  The clones pass through the noise and I get a really bad flickering.  I increased detail attenuation but that isn’t the problem.

Is there a way to get the noise to stick to each clone object or do I need to use an external texture map?

Thanks

TAK

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Posted: 14 December 2012 02:58 AM   [ Ignore ]   [ # 8 ]  
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Hi TAK,

Set the “space” in the Noise Shader to Object, it should stick then. Otherwise, please attach a scene file, so I can see what you have set up.

...and yes, in some cases it might be tricky, as the noise shader is a 3D shader which might can run in trouble with clones and dynamic. Worse case. Yes, a 2D texture is simpler here in most cases.

Best

Sassi

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Dr. Sassi V. Sassmannshausen Ph.D.
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