Page 1 of 1

Random UV offset shader node

Posted: Sat Oct 02, 2021 11:45 am
by Gpix
Hi everyone,

I know that that topic had already discussed from time to time.
I wanted to ask, if there is any solution on the horizon to make it more convenient for example with a neat special node for the beloved node editor.

Let me explain a little further if it is not clear what I mean:

If I have multiple same objects e.g. floor wood planks with a wood image texture and I would like to offset for each object the texture slightly to give it more diversity, is there an other way to do it besides the OSL scripts I found?
I also know that with the random color node there is a possibility to give it some color varations to different cloner objects.

But with the C4D shaders (I believe the "Variation shader" in the UV-Coordinatesvariation tab?) , there is the possibility to give a certain polygon number per object after which the texture gets offset slighty. Unfortunately this shader isn't working in an octane slot.

I mean, the scripts work (if it not crashes the whole system - which happens unfortunately a lot with these scripts) as long as it is a object within a cloner, but I find the solution not really intuitive.
But what if I have e.g. a tree with a lot of polygon leaves? I
haven't found a way yet to offset the texture on each leave a little. (for example, a low-poly leave has 6 polys. Every 7th poly the uv gets moved randomly by the x or y-coordinate.)

Or am I completely unknowing that there is a solution to that problem already that is integrated within the node editor?

Thank you in advance!

Best regards

Re: Random UV offset shader node

Posted: Mon Oct 04, 2021 4:29 pm
by bepeg4d
Hi,
in Standalone this can be done via Lua Scripted Graph, not available via plugin:
viewtopic.php?f=73&t=78385

But you can prepare your mesh in Standalone, save as orbx, and import back in c4doctane via OrbxLoader object:
13214109-C42D-4737-A1BE-154B6E106F43.jpeg
ciao Beppe

Re: Random UV offset shader node

Posted: Mon Oct 04, 2021 7:08 pm
by SSmolak
Try to fracture object and play with Mograph MultiShader :