View Full Version : Surface_Randomizer
06 June 2011, 11:42 PM
This XPresso Randomize surface of polygon object.
This XPresso is another variation of my previous XPresso "Neon switch XPresso".
This XPresso changes surface of "child of child" object, based on "child" object. So you have to first duplicate your object, and put original object under it, then put it under null object which has this XPresso tag.
This XPresso works with only polygon objects.
About "Randomize_UV" XPresso, please refer to other thread.
There are 4 target objects. They have userdata to control this XPresso, and work independently to each other.
Specify area in where the polygon is randomized (noised). Nearer points to target object get higher displacement. Further points from radius do not change.
Specify strength (height) of displacement. The points are displaced to normal direction of each point.
Specify time change of the motion. Larger values get harder motion. Putting "0" to "frequency" and "wind" stops motion.
Specify scale of the motin (noise field). Smaller values get fine motion, and larger values get rough motion.
Specify spacial change of the motion. Larger values get faster flow of the motion. Putting "0" to "frequency" and "wind" stops motion. Z axis of target object is taken as flow direction..
06 June 2011, 04:58 PM
You can do the same thing with MoGraph tofuji, you basically rebuilt the displace deformer
with your xpresso/coffee rig :-) And you have even built in a falloff, which is awesome.
With the displace deformer you can use an animated noise for example to drive your
deformations, here's an example of the displace deformer in action:
06 June 2011, 06:08 PM
Thanks again Yader.
I have used the CINEMA 4D R9.1 for long time, so sometimes I miss newer functions like MoGraph and take "longer ways". I will try to learn it.
06 June 2011, 09:24 PM
One more small question.
How can I change the "Color" to "Luminance" in shader effector of the torus?
06 June 2011, 11:15 AM
not sure if i understand what you mean,
and you probably just know this;
but you can copy the Noise into the Luminance Channel of a Material,
use that material as a Texture in the Scene, set the Shading of the Displacer to Luminance and reference that Texture in the Texture Tag Link Field.
06 June 2011, 01:29 PM
I am sorry for my bad explanation.
In original file "colorizePolys.c4d" by Yader, the torus is shaded by "Shader" effector and "Channel" menu in "Shading" tab is set to "Custom Shader". As a result, "Layer" shader which is in the Custom Shader may be worked as "Color" channel.
Here, "Color" means "Color" channel in Material which needs light to get colors.
Then, I want to change it to "Luminance" which need not the light to get colors.
At first time, I changed the "Custom Shader" to "Luminance", and link a material (Texture tag) which includes Luminance material, but it did not work. After that, I have read help and tried it to other channels, but could not solve the problem. So I asked it to here.
This is my sample to get Luminance.
06 June 2011, 11:58 AM
You mixed the threads tofuji :-)
You did the right thing with setting the shader effector to Luminance and dropping in the luminant material. Either my hack don't work with this setting or you found a bug :-)
06 June 2011, 05:23 PM
Thanks again Yader, and I am sorry to mix threads.
I will ask it to Maxon.
06 June 2011, 05:23 PM
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