I don't know if this has been asked before, but I would like to see a color variation map (that can variate HSV values and possibly use colors from a preset gradient) for random coloring materials on instances/proxies!!!
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Color variation map for instances
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Hi,
yes, this is a great addon for proxy obj
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It would be nice to have an easy way to vary a lot of proxies, especially when used for trees and plants.
I worked out a method where an objects vertex colors were wired to it's position, then a vertex color map could be used to vary the material. Maybe a map that varies it's grayscale output depending on a proxies position would do the trick.
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Originally posted by vlado View PostIt is not really that difficult to write one... I can try to think of something...
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This is a great idea. Any chance of implementing this also as a material slot in the VrayProxy max object? Just in case you don't want to mess with the original material for whatever reason.Jeff Adams - Freelance Architectural Illustrator
http://www.jamodeler.com/freelance/
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Hi Vlado,
i don't know if this can help you, but sometimes i use this script:
HSV Color Randomizer
It's very handy.
And, if you add some Map control (procedural or BMP),
this is better better... In this mode, i can select exactly the area that i want to change the color.
bye
cecofuli
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Originally posted by vlado View PostWhat do you think should be the controls for this map? I was thinking that it should have at least a base color and H/S/V variation amounts. Can you think of anything else?
Best regards,
Vlado
Camera z to reduce displacement etc. over distance
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Originally posted by vlado View PostWhat do you think should be the controls for this map? ...
With lots of cars there comes another problem. If you wanted the broadest color range you would probably set colors for the whole spectrum, but then you would also get pink, yellow, and lots of other colors you would not want. So you should be able to set your own colors or color ranges. Either by loading a selfmade image map where colors are chosen from or making a custom gradient system in which you can specify colors/ranges. Another thing that could help would be a mapped image (either by UV, front- or whatever mapping) that defines the tinting by local (to the instance) or world location (which could require you to pick another object). This way you could only have a parking lot for green, red and blue cars and their darker/lighter, more/less saturated variants.
Suppose you have lots of cars and in your image there is an ugly red car in the foreground. By setting some random value you can redistribute the colors for all the cars until you see what you like.
In a perfect world proxies should be randomly animateable by loading their transform from a saved point cache map, this transform could be tied to the distance travelled along a path (place on path defines place in point cache map), and each would would have their own color value. With a particle system and a looping walking man (in place), you could generate a complete crowd based on proxies, where each has its own color and marches at its own speed !!
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Final render has a variation tex map on this video, same thing what we are taking about just HSV variation with bitmap support
http://cebasusa.com/m_o_v_e_e/Trees/trees.html--Muzzy--
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