Mograph Tracer Multiple colors

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

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lastdrog
Licensed Customer
Posts: 18
Joined: Wed Nov 15, 2017 12:52 pm

Hello everybody!
I faced a situation I need help with.
How to make tracers have multiple colors? And is there a way to inherit color from particles?
Here is an example of simple scene
Image.
As we see it's possible to make particles have the color we want with a help of the cloner and instance color node
Image.Image
But it is not working with tracer, it takes only 1 color.
I tried random color and gradient, same result, only 1 color on render.
I put tracer in the fracture and set explode segments hoping it will make cinema4d octane to understand there are separate elements
Image
No luck. The only way it was working is with reproduce particles and geometry on it.
Image
But it's so heavy.
Is there any way to make usual tracers have multiple colors and inherit it from particles as cloner is doing?
Also, is there a way to control spline thickness? I haven't found it in tag-hair option.

Thanks!
lastdrog
Licensed Customer
Posts: 18
Joined: Wed Nov 15, 2017 12:52 pm

bepeg4d wrote:Hi,
you need to use the Attribute texture node:
https://docs.otoy.com/cinema4d/Attribute.html

ciao,
Beppe

Hello Beppe! Thanks for your quick answer!
Can you please explain a little dipper, how can I do it?
The thing is that I need to paste in the Attribute node the name of a vertex map I can not receive from tracer object.
And if I just simply connect the attribute node to albedo, all the trails become black.
Image
Image

Thank you!
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bepeg4d
Octane Guru
Posts: 10356
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Location: Italy
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Ok, different approach, you can use an Instance Range node for both particles and trails, where the Maximum ID number is equal to the number of particles rate:
IMG_3090.jpeg
InstanceRangeParticlesTrail.c4d.zip
(183.58 KiB) Downloaded 74 times
ciao,
Beppe
lastdrog
Licensed Customer
Posts: 18
Joined: Wed Nov 15, 2017 12:52 pm

bepeg4d wrote:Ok, different approach, you can use an Instance Range node for both particles and trails, where the Maximum ID number is equal to the number of particles rate:
IMG_3090.jpeg
InstanceRangeParticlesTrail.c4d.zip
ciao,
Beppe
Hello, Beppe! Great result!
But I still have the issue it takes only the first color from the gradient no matter what. Is there a specific option I need to change to make it work?
https://youtu.be/jDTX3VeyT7c?si=7Zl-nF7OrUhPWlyA :?:

The second question :?: is if there is a way to transfer data from particles to trails? For example, particles can change color during the life, depending on speed\velocity\radius\distance etc. Can it be transferred on trails?

Much appreciate.
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bepeg4d
Octane Guru
Posts: 10356
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Ok, here is another approach insired by latest Raphael Rau's tutorial:
https://youtu.be/ypE_C9Q-r5I?si=Q5zTvz0l-K7Rn_DJ

Basically it is using a Fracture object to separate all the single trail from the Spline+ Tracer object, then a Step Effector applied to both Fracture object and MoGraph cloner for particles, to obtain the same ID/colorization, then finally a C4D Color Shader and an Octane Gradient node in the material, for mapping the colors you want:
IMG_3138.jpeg
ColorShaderParticlesTrail.c4d.zip
(260.8 KiB) Downloaded 55 times
ciao,
Beppe
lastdrog
Licensed Customer
Posts: 18
Joined: Wed Nov 15, 2017 12:52 pm

bepeg4d wrote:Ok, here is another approach insired by latest Raphael Rau's tutorial:
https://youtu.be/ypE_C9Q-r5I?si=Q5zTvz0l-K7Rn_DJ

Basically it is using a Fracture object to separate all the single trail from the Spline+ Tracer object, then a Step Effector applied to both Fracture object and MoGraph cloner for particles, to obtain the same ID/colorization, then finally a C4D Color Shader and an Octane Gradient node in the material, for mapping the colors you want:
IMG_3138.jpeg
ColorShaderParticlesTrail.c4d.zip
ciao,
Beppe

Thanks, Beppe. This one works fine.
Strange that previous method works for you, but when I opened your previous project it didn't work the same for me. I preferred it better because with the sweep nurbs you have much more geometry in the scene.
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