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: [email protected] 
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 <[email protected]>:

  Sweet...thanks Rob! That's what I was thinking.


  On Tue, Apr 28, 2015 at 5:44 PM, Rob Chapman <[email protected]> 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 <[email protected]> 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


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