xpresso to drive all scene materials

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  08 August 2013
xpresso to drive all scene materials

Hello, I've a fairly simple idea I'm trying to execute in xpresso but being a bit of a novice this simple idea is proving rather harder to get working.

The idea is that all the objects in a scene will have the same shader (colour / texture etc.) But the shader has two states, for instance one red and one blue. The red is matt & the blue is reflective (for example)

A moving horizontal plane will control the position of the line between red & blue with it's Y position. (See attached image).

So where the line of the plane cuts through each object in the scene it will change the shader material from one to the other in a straight line.

Eventually I imagine a layered shader that hides or reveals the bottom shader depending on where the horizontal plane is... so they would look like two completely different materials.

I have put together a scene (also attached) that nearly works though it is FAR from perfect. (the object has to be a specific size and position to work) But it hopefully shows what I mean.

And what I really need it to do is work on all the objects in a scene regardless of their position as eventually I want them to be animating. (But one step at a time!)

I would massively appreciate anyone's help with moving this forward.

Thanks!
Attached Images
File Type: jpg mock_up_01.jpg (48.5 KB, 7 views)
Attached Files
File Type: zip xpresso_line_01.c4d.zip (66.5 KB, 2 views)
 
  08 August 2013
a linear 3d gradient shader in world space, plug two null objects global pos into the start and end vector.
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  08 August 2013
Thanks for your reply.

I've done that but not sure how it creates the solid line between the 2 colours that's driven by the Y position of the plane.

Cheers, I appreciate you're time.
 
  08 August 2013
So I've been playing around and have figured out something that works pretty well. Thanks for the steer littledevil, it worked a treat.
 
  08 August 2013
when grouping both nulls under another null, the plane will be defined as the plane perpendicular to the vector null1.pos - null0.pos (vector AB). the length of AB - the distance between your nulls will define the falloff/smoothness of your gradient.
__________________
There are holes in the sky. Where the rain gets in.
But they're ever so small. That's why the rain is thin.
 
  08 August 2013
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