how to assign different textures to instances produced by copy to points sop and vary saturation gamma?
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multiidTex VOP doesn't work with instances
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Hi len_xie ,
Check this posts:
https://forums.chaosgroup.com/forum/...98#post1071698
https://forums.chaosgroup.com/forum/...53#post1089553
The multiIdtext is pretty handy to assign different textures, and instead of driving it with the attribute, you can use the sampler node to get the "random by poly shell" instead. Also, for generating random values you now have the "random" node which is super handy for this kind of things.
For texture mapping variation you you can just use the "tri-planar mapping" node and use the randomization nodes in it.
You can also use the integer value from each geo to just drive a random node and connect that random node to a color correct value and saturation inputs for example, so each piece gets slightly a different color.
Best,
David.David Anastácio // Accenture Song - VFX
https://www.accenture.com/us-en/serv...visual-effects
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