Re: multiple shaders on one cloud

2015-04-29 Thread phil harbath
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

2015-04-29 Thread Olivier Colchen
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

2015-04-29 Thread Rob Chapman
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

2015-04-28 Thread Kris Rivel
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

2015-04-28 Thread Kris Rivel
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

2015-04-28 Thread Ognjen Vukovic
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

2015-04-28 Thread Rob Chapman
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