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Mograph Tracer Multiple colors
Posted: Fri Sep 27, 2024 2:42 am
by lastdrog
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

.
As we see it's possible to make particles have the color we want with a help of the cloner and instance color node

.

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

No luck. The only way it was working is with reproduce particles and geometry on it.

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!
Re: Mograph Tracer Multiple colors
Posted: Fri Sep 27, 2024 7:37 am
by bepeg4d
Hi,
you need to use the Attribute texture node:
https://docs.otoy.com/cinema4d/Attribute.html
ciao,
Beppe
Re: Mograph Tracer Multiple colors
Posted: Fri Sep 27, 2024 11:48 am
by lastdrog
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.
Thank you!
Re: Mograph Tracer Multiple colors
Posted: Mon Sep 30, 2024 7:42 am
by bepeg4d
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:
ciao,
Beppe
Re: Mograph Tracer Multiple colors
Posted: Mon Sep 30, 2024 3:37 pm
by lastdrog
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.
Re: Mograph Tracer Multiple colors
Posted: Wed Oct 02, 2024 10:20 am
by bepeg4d
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:
ciao,
Beppe
Re: Mograph Tracer Multiple colors
Posted: Wed Oct 02, 2024 2:51 pm
by lastdrog
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.