Voronoi and progressive texture

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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bphoton
Licensed Customer
Posts: 57
Joined: Sat Dec 01, 2012 1:14 am

Hello. I am looking for a solution to change the texture depending on the distance caused by the voronoi object. For example, the cube is the red base, then, as the explosion progresses, it becomes red. thank you
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distance.jpg
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bepeg4d
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Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi Pierre,
please have a look at this solution.

Basically I have used a dummy sphere, parented with the Spherical Field, to pilote an Octane Gradient node, connected to the Mask pin of a Compositing material:
405EE251-6F45-4420-89B0-E2C3A9B130A8.jpeg
In this way, when you move the Spherical Field, the Octane Gradient will follow.
Based on the geometry you need to destroy, you can use different Projections, and play with UV Transform Rotation/Scale/Position.

Here is an example scene:
VaronoiFractureCompositeMat.zip
(94.69 KiB) Downloaded 96 times
ciao,
Beppe
bphoton
Licensed Customer
Posts: 57
Joined: Sat Dec 01, 2012 1:14 am

Many thanks Beppe, for your advices and also your disponibility.
I think i found good solution for what i need. I wanted to take advantage of the gradient color produce by the vonoroi fracture, because it gives the distance data i need. A good friend of mine gave me this tips
by adding a Color shader node in the Amount channel of a mix material. If you place the MixMaterial shader directly on the Voronoi object then it automatically blend the material in the distance space.
and you can also play with the voronoi color channel (in transform)
Attachments
03.PNG
02.PNG
01.PNG
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bepeg4d
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Joined: Wed Jun 02, 2010 6:02 am
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Hi Pierre,
very good solution!

I'm so used to avoid to use C4D Shaders, and I would have never thought to use c4d color shader :D

ciao,
Beppe
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