Re: multiple shaders on one cloud
would that work in redshift? I did not think it like the placement of shaders. From: Olivier Colchen Sent: Wednesday, April 29, 2015 4:32 AM To: softimage@listproc.autodesk.com Subject: Re: multiple shaders on one cloud Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
not exactly like that only because Redshift does not support every native render tree node and not sure colorswitch is supported. , I used colorswitch only to demonstrate example logic, Oliviers' demonstration would work equally as well with the redshift material blender which can accept multiple shader inputs and some additional logic from integer color to plug into blend Color for each shader. On 29 April 2015 at 10:07, phil harbath phil.harb...@jamination.com wrote: would that work in redshift? I did not think it like the placement of shaders. From: Olivier Colchen Sent: Wednesday, April 29, 2015 4:32 AM To: softimage@listproc.autodesk.com Subject: Re: multiple shaders on one cloud Huh, it actually looks like my reply wasn't posted for some reasons ( because I included images maybe? ) Rob's solution is viable but doesn't take into account the fact you may want more than 2 shaders on your particles. You can always play around with multiple Color Switch nodes but depending on your needs it may prove bothersome. Try using a color multi-switch node in the render tree, and create an integer attribute rather than a boolean in your icetree : http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg 2015-04-29 4:15 GMT+02:00 Kris Rivel krisri...@gmail.com: Sweet...thanks Rob! That's what I was thinking. On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman tekano@gmail.com wrote: just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
I guess the stupid answer is to use instances and have them assigned to different shaders :-/ But would be cool to know how to do this with straight particles and no instancing! On Tue, Apr 28, 2015 at 4:54 PM, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
multiple shaders on one cloud
Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
Maybe you could set some custom integer info to different portions of the point cloud and use that to mix different shaders in the material? On Tue, Apr 28, 2015 at 10:57 PM, Kris Rivel krisri...@gmail.com wrote: I guess the stupid answer is to use instances and have them assigned to different shaders :-/ But would be cool to know how to do this with straight particles and no instancing! On Tue, Apr 28, 2015 at 4:54 PM, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris
Re: multiple shaders on one cloud
just set a custom attribute per particle and use it in the render tree http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg On 28 April 2015 at 21:54, Kris Rivel krisri...@gmail.com wrote: Is it possible to carry some kind of point data over to the render tree so I can assign different shaders/materials to specific particles? I have a bunch of flying cubes...I want some to look like glass, some to look like metal, etc. I'm hoping to not have multiple clouds. To further complicate it...trying to do this with redshift. Any suggestions? Kris