How to Animate Material

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Old 04 April 2013   #1
Smile How to Animate Material

Hiii

Actually i have a metaball object with Emitter and the simulation like water .

and i want the water material change to yellow material in the middle of the animation ..

the problem is the yellow color replaced the water material and that is what i don't want .

I want the water material to stay as it and after " for example the frame Num 100 " the emitter start so emitting the mesh with the yellow color material without replacing the water material .

so the mesh of the metaball should looks like " Yellow till the half " and " from the half to end the mesh get water color "

Here are the File

http://www.mediafire.com/?62g9w2362r67g2f

or

http://uploadingit.com/file/view/ra...imate%20Mat.c4d



I wish really if any body help how i can animate material without replacing !!

Thanks in Advance !

Last edited by c4dpeter : 04 April 2013 at 04:22 PM. Reason: wrong Writing
 
Old 04 April 2013   #2
Adding a animated alpha to the yellow material, could be the way to go.
http://www.file-upload.net/download...at.c4d.zip.html


Cheers Cube
 
Old 04 April 2013   #3
Thanks Cube Man

I am gonna working with it , It is so wise idea really ,,,

all i was thinking the solution in the material it self but here we are with your solution .

But " I still have a problem as the yellow color texture still replacing all the mesh which created by the emitter " also it is hard to make the texture moving in the same time as the mesh created

i try to know how i can get the new material stick with new mesh which created .

" Of course your Solution very good and alpha idea .. " but is there are any way to make the material stick with the mesh which emitter created ! i think the simulation gonna be more realistic !!

Thanks In Advance !
 
Old 04 April 2013   #4
May be a lot easier if you split it up in 2 separate "Metaball+Emitter"s,
both with the same settings except Start and Stop Emission,
and both with a different Material.
When Emitter 1 stops generating particles, Emitter 2 takes over.


http://www.mediafire.com/?l33tm10ag1m5d8a

d
 
Old 04 April 2013   #5
Thanks so much douwe ...

I get what u mean and working ..

But lets take something advanced douwe for example dealing with realflow mesh in c4d ... u will get stuck as u cant do the same Idea here because u have mesh emitting without emitter ......

So the problem still there !
 
Old 04 April 2013   #6
Gotta love dialogues like this :
-Person1 : specific question
-Person2 : specific answer
-Person1 : Thanks, but that answer doesn't apply if I change the question into a different specific question.


Well, you can do the same thing with Tparticles.
The first x number of Particles go into PGroup1 and display in a Metaball with Material1
The following Particles go into PGroup2 and display in a Metaball with Material2

This link may help with the basic logic.
http://www.project1media.com/tutorials/rfbin.htm

The rest is a matter of a Compare Node.
If Particle Index < x then PPass it into PGroup1
else : PPass it into PGroup2

d
 
Old 04 April 2013   #7
Sorry douwe ... And thanks so much for your patience with me and taking time bro to wright back ... and gonna check it ..

Sorry again for my dialogue .
 
Old 04 April 2013   #8
No problem.

Make sure to not skip the second part of my reply.
That should help you out with the RealFlow thing.

d
 
Old 04 April 2013   #9
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