I'd love to learn this. I tried once but couldn't quite do it.

-------- Original message --------
From: Nono <nnois...@gmail.com>
Date: 16/01/2016  09:29  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: Re: assigning material with ton of textures randomly to meshes

Hi,
Yes Gareth, that's the second part of how to do this, using an ice
attribute to drive the clip time source property.

But the very first part you need to convert your meshes to instances to
properly generate ID attribute on each one.
For this you just need to group your mesh under a group then generate
instance of each one on this group, then it's failry easy to use the point
ID to generate a random attribute on each point of each instances.

Let us know if you know how to do that, in the other case i can provide you
an example.

Cheers,
Noël

On Sat, 16 Jan 2016 at 15:17 gareth bell <garethb...@outlook.com> wrote:

> http://tinypic.com/view.php?pic=287et04&s=9
>
> you could try this
>
>
> ------------------------------
> From: garethb...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: RE: assigning material with ton of textures randomly to meshes
> Date: Sat, 16 Jan 2016 13:21:38 +0000
>
>
>
> Are the objects all the same or are there lots of differences?
>
> This is doable in ICE
>
> ------------------------------
> Date: Sat, 16 Jan 2016 12:24:14 +0000
> Subject: Re: assigning material with ton of textures randomly to meshes
> From: ognj...@gmail.com
> To: softimage@listproc.autodesk.com
>
> You can create a random scalar attribute on an ice tree on each piece of
> geometry. Put all the textures into the material using a coler switch node
> and then call the attribute to switch tex per geometry. Also you could use
> the color lookup node but doesn't work in Redshift :).  As for your method
> I'm not sure if there is a way to control the image clip per geo.
> On 16 Jan 2016 11:16 am, "Mirko Jankovic" <mirkoj.anima...@gmail.com>
> wrote:
>
> I was wondering if someone have idea how to accomplish this.
>
> There is pool of let's say 100 textures, sequentially named.
> Now when they are applied to shader as texture they are changed frame by
> frame for all objects with assigned shader.
>
> Goal is to assign one shader to ton of objects and then assign textures
> from the pool randomly on those objects, without changing them during
> timeline, just fixed assign.
>
> Makes sense? :)
> Thanks!
>
>

Reply via email to