Page 1 of 1

Voronoi and progressive texture

Posted: Tue Mar 08, 2022 1:34 pm
by bphoton
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

Re: Voronoi and progressive texture

Posted: Wed Mar 09, 2022 7:49 am
by bepeg4d
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 97 times
ciao,
Beppe

Re: Voronoi and progressive texture

Posted: Thu Mar 10, 2022 1:34 pm
by bphoton
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)

Re: Voronoi and progressive texture

Posted: Fri Mar 11, 2022 7:41 am
by bepeg4d
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