It's for some vehicles. The animators wanna do test renders and they want
the lights to respond to their animated sliders. The lights in this case
not being actual lights but meshes of lights.

We want to color them so you can see them flashing or whatever. There are
many many shots. It can't be something to set up for one pass per scene. It
needs to be portable, in the rig.

ICE seems the easiest way, but I'd say it's cumbersome. Got a better idea?



On Mon, Dec 2, 2013 at 4:54 PM, Matt Lind <[email protected]> wrote:

> Why do you need to color the meshes?  Eg; what role/purpose does the
> coloring serve?  That’ll narrow down the response for implementation.
>
>
>
> If you’re using ref models, consider passes and partitions with parameter
> overrides on the shaders.  That’ll allow you to isolate copies of the ref
> models without having to do any destructive editing.
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Alan Fregtman
> *Sent:* Monday, December 02, 2013 1:20 PM
> *To:* XSI Mailing List
> *Subject:* Best way to animate shaders for use in a refmodel?
>
>
>
> Hey guys,
>
>
>
> I'm aiming to animate the coloring of some meshes and the animators may
> load one or more of this model as a reference.
>
>
>
> I don't wanna do expressions on materials as that breaks easily, so I've
> gone with ICE controlling vertexcolors and reading that in the shader. It
> works but it's cumbersome to set up.
>
>
>
> Is there a better way? Anyone know a different trick? I just want to hook
> up a parameter to switch between two colors and have it local for the mesh
> for the model and still work if there are multiples of that same model.
>
>
>
> Any tips appreciated.
>
> Cheers,
>
>
>
>    -- Alan
>
>
>

Reply via email to