Hi,
the random color node is great in combination with gradient node,
but i would like to use it to change the hue of one texture (from one object in a cloner), so that only this textured objects has various shades of its texture.
I couldn't figure this out,
is that possible ??
Using random color node to color correct texture ?
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- KonstantinosD

- Posts: 65
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Yeah that would be awesome. If you could expose somehow the Hue, Saturation, Gamma and Contrast values to the random node we could create some better randomisation. If you see in my parquet example its pretty straightforward what I'm trying to achieve random values for each plank, gamma hue etc.. I would go as far as suggest that a random rotation of the texture to flip etc would be nice if it could be implemented for example map the random node to rotate in 0 or 180 from the UVW project node. Maybe all that can't be done and are limited by the core, I don't know, Ahmet is the guy here, he can shed some light. You can test my simplified scene also and see what I mean.
Download:
Thanx,
Konstantinos
Konstantinos
2X Win10 PRO, Asus ROG Zenith Extreme Alpha, AMD 2990WX , 64GB ram, 2X 2080ti, all watercooled, custom loop.
Shame! Well thanks!Jukyan wrote:Awesome, thanks!
I wouldn't have figured out the textures as multiple inputs for gradient node.
True that its a shame this node editor as so much limitation in the parameters access.
then why not implementing it for xpresso ?
Thanks.
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- KonstantinosD

- Posts: 65
- Joined: Sun Dec 13, 2015 9:18 am
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Haha!
Well Ahmet I thought you'll have a thicker skin by now..
We all know you do an amazing job.
Is that something that it could be Implemented easily (or not so easily) in the plugin, or does it depend on the core Octane, that's what I want to know.
Thanks for your great plugin anyways.
KonstantinosD
Well Ahmet I thought you'll have a thicker skin by now..
Is that something that it could be Implemented easily (or not so easily) in the plugin, or does it depend on the core Octane, that's what I want to know.
Thanks for your great plugin anyways.
KonstantinosD
2X Win10 PRO, Asus ROG Zenith Extreme Alpha, AMD 2990WX , 64GB ram, 2X 2080ti, all watercooled, custom loop.
Hi all,
It's possible to do that with GaussianSpectrum. It's a little bit tricky but it works...
There is ports for the Color Correction node in the Standalone (Hue, Saturation,...) but they only accept various constant Float values (NOT "mapped" FloatTexture values). Right now it's not in the hands of Aoktar.
There is no useable ports for random colors in the Transform or Projection nodes in the Standalone too. Then Aoktar can't create nodes that doesn't exist in the Octane SDK. But indeed it could be very usefull to be able to randomize UVs transformations in instances.
Here my little and fast done sample. It's only one solution, there is another ways to do that but GaussianSpectrum is a good starting point:
It's possible to do that with GaussianSpectrum. It's a little bit tricky but it works...
There is ports for the Color Correction node in the Standalone (Hue, Saturation,...) but they only accept various constant Float values (NOT "mapped" FloatTexture values). Right now it's not in the hands of Aoktar.
There is no useable ports for random colors in the Transform or Projection nodes in the Standalone too. Then Aoktar can't create nodes that doesn't exist in the Octane SDK. But indeed it could be very usefull to be able to randomize UVs transformations in instances.
Here my little and fast done sample. It's only one solution, there is another ways to do that but GaussianSpectrum is a good starting point:
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Sorry for my bad english...
Sorry for my bad english...
Thanks;) I'm very sensitive to what i do.KonstantinosD wrote:Haha!
Well Ahmet I thought you'll have a thicker skin by now..We all know you do an amazing job.
Is that something that it could be Implemented easily (or not so easily) in the plugin, or does it depend on the core Octane, that's what I want to know.
Thanks for your great plugin anyways.
KonstantinosD
Node editor is highly based on Octane nodes. But it's not anything more than working from mat manager. It's just a wrapper for your material editing. No extra storage not a xpresso. Just another shape of mat manager with extra capabilities.
Anyway it's possible to work with any parameter linkings. As i said it's just a monitor to node connections. Just will not display else of materials/textures like connections to another type parameters. But they will work and editable from another editors.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- KonstantinosD

- Posts: 65
- Joined: Sun Dec 13, 2015 9:18 am
- Contact:
Thanx guys,
I see the use of the GaussianSpectrum is brilliant, never used it before nor would I ever think to use it like that..! If you can think of other ways also, please do share.
Konstantinos.
I see the use of the GaussianSpectrum is brilliant, never used it before nor would I ever think to use it like that..! If you can think of other ways also, please do share.
Konstantinos.
2X Win10 PRO, Asus ROG Zenith Extreme Alpha, AMD 2990WX , 64GB ram, 2X 2080ti, all watercooled, custom loop.
