Just had a fun idea, and figure someone has already worked out how to do something similar.
I’m looking to recrate the classic disco floor from Saturday Night Fever where each square randomly changes color on the beat. Not sure whether it would be better via audio reactor tied to kick track or on bpm cycle, but either way, the part I’m not sure about is assigning a random color per beat with different seed in each square.
First thought is to do grid clone of flattened cube, and apply texture with mograph color selector under random effector, then keyframe the seed for the random effector on each switch. Is there a better way? If I wanted to instead just have audio effector switch it whenever kick hits, not sure how to essentially create a hold keyframe each time audio threshold is crossed.
Also, I can see how to limit to within x variation of a given shade, but disco floors don’t quite work that way. The saturation and brightness are always the same, and only the hue varies… though possibly with quick fade to and from dark state in betweeen. I’m not seeing yet how to randomize only the hue. I can do it manually with a bunch of hues in multishaders, but not sure if I’m missing an automatic way that chooses between every possible hue (what I want)
I also have signal if that helps. Perhaps better to approach from that angle and apply it’s randomization specifically to the hue? (and then another one to dim briefly as color switches?) Not quite sure how that would all get lined up.
Interested in doing some disco lighting too… though I’m sticking to a VERY basic omni lighting scheme overall, so looking more to crate a hint of moving lights, disco balls, or other such twinkly bits rather than actually lighting the scene with them. Just tossing that out in case anyone has any ideas what they might do to achieve such an effect (without killing render times)