Hey all,
this is probably smth real easy but I'm stuck at it.
I have 50 instances of an object (working in modo). I want to randomly color them all either pink or green.
I do not want any other colors that are in between. I want Octane to choose a solid color from a two-item group (pink and green) and put it on an instance.
We all know what random color node does. I guess hooking up a some kind of node to the "Amount" pin in the Octane mix texture would help me ... but which one sould it be?
It should choose 0 or 1 value fromy my set of colors, not all the values in between.
Thanks!
Random color node - how to limit
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Good quest. I like to know how to do that too.
But if you are in a hurry and working with csv file,
In the meanwhile you could split the csv in two csv files
(you can do that with excel and randomize the order before splitting).
Greetz,
But if you are in a hurry and working with csv file,
In the meanwhile you could split the csv in two csv files
(you can do that with excel and randomize the order before splitting).
Greetz,
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yep,
for the time being I've just rendered two passes - with green and pink instances, and simply masked some of them off in Photoshop.

But if this were strands of grass or smth like that (I mean a lot of instances, very close to each other and mixing in strong DOF areas) this work-around wouldn't work
for the time being I've just rendered two passes - with green and pink instances, and simply masked some of them off in Photoshop.

But if this were strands of grass or smth like that (I mean a lot of instances, very close to each other and mixing in strong DOF areas) this work-around wouldn't work

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Yeah, I was wondering how to go about doing this, too, except in the MODO plugin. Seems Octane will only blend between two color values, not select one of the other. It's a bummer because then using texture maps with the random color node would work properly, too.
- Phantom107
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Would be awesome if I could tie a color to each seperate instance somehow in the CSV files...
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
why not to have 3,4,5..etc.. set of instances (with slightly different colors)? just an idea..Phantom107 wrote:Would be awesome if I could tie a color to each seperate instance somehow in the CSV files...
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
That's possible in 1.5.glimpse wrote:why not to have 3,4,5..etc.. set of instances (with slightly different colors)? just an idea..Phantom107 wrote:Would be awesome if I could tie a color to each seperate instance somehow in the CSV files...

I think Octane could improve a lot with more texture generators overall. (Based on randomness, distance from the camera, etc)
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
glimpse wrote:why not to have 3,4,5..etc.. set of instances (with slightly different colors)? just an idea..Phantom107 wrote:Would be awesome if I could tie a color to each seperate instance somehow in the CSV files...
yes, I thought of that after I rendered the passes. If I had a more complicated scene I think that would be a best workaround.
cheers
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https://www.behance.net/Auror
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portnicki wrote:Hey all,
this is probably smth real easy but I'm stuck at it.
I have 50 instances of an object (working in modo). I want to randomly color them all either pink or green.
I do not want any other colors that are in between. I want Octane to choose a solid color from a two-item group (pink and green) and put it on an instance.
We all know what random color node does. I guess hooking up a some kind of node to the "Amount" pin in the Octane mix texture would help me ... but which one sould it be?
It should choose 0 or 1 value fromy my set of colors, not all the values in between.
Thanks!
YOUR PROBLEM IS SOLVED!
Look here
http://render.otoy.com/forum/viewtopic.php?f=73&t=41388
I just come out with an idea and Marcus coded it. Just use colored texture instead of color.
PS. Jak coś to pisz

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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
That would be the way I would do it:
Marcus
Until we have the ability to switch off interpolation in the gradient texture you can achieve a similar result by adding two gradient control points with the same position:
This is how the gradient node looks like:
Packed everything together into a node graph you get a nice and easy to use interface:
I hope that helps.Marcus
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