

Here we have a basic collider setup of some objects and a floor, and a basic material setup with the Redshift logo applied to our object in the Layer 1 channel of the RS Color Layer node.

#Using effector to change material cinema 4d how to
Let's take a look at how to use Mograph UserData to add randomization to our Cloner setup. For more details see the User Data Reference section. There are a few other options such as Object Color and Layer Color in the Objects category. Now the color we have assigned to each object will be coming through our RS material. We can use the attribute preset menu by selecting the Objects category and then Display Color option. Next we need to set the attribute name in the Color User Data node. So we bring in a RS Color UserData node and connect it into the Diffuse Color input of the RSMaterial node. We want to drive our diffuse color from the Display color of each object. Let's take a look at how we can use a RS Color UserData node to drive the color of individual parts of our model from a single shader.įirst, let's apply a new Redshift material to our model and open up the RenderView and the ShaderGraph Editor.

This allows us to recreate most of the Cinema 4D's Multi-Shader or Variation-Shader workflows right in the Shader Graph. We can combine these two types of nodes to create multiple shading variations from a single, common material graph.This is especially useful with MoGraph clones, and so Redshift offers all of the clone attributes through User Data. While Redshift supports such workflows, it also offers a number special User Data nodes which can access built-in or custom,per-object attributes and parameters in the Shader Graph, as well as Switch nodes which can be used to divert the shading of an object. In these cases we can achieve per-object shading through the use of alternative UVs, Weight-Maps, Vertex Colors or other per-vertex data. Typically a single material produces identical visual results when applied to distinct objects. Material Variations and Per-Object Shading We can combine that with Redshift's Color Correct node, to shift the Hue of our colors as well. We can also change the seed of our random effector to produce various colors. To find out more about the supported User Data attributes, please consult the User Data Reference section. Our clones are now taking on the color driven by the Random effector. Which in turn is RSMGColor, used specifically to retrieve the color of a clone. We want to set our Attribute name, to one of the predefined options under the MoGraph sub-menu, to Color. Let's open up the Shader Graph Edtior and Renderview, drag in a Color User Data node and connect it to our diffuse channel of our material. Lastly we want to apply a default RS Material to our cloner and set up a User Data node to read our clone data. We also want to make sure the Min/Max values of our random effector is set to 0 - 100%, so that we don't have any negative color values. We now have a random color value assigned to each of the spheres from our cloner object, as seen in the viewport. We also disable the position parameter, because we only want to effect our colors. Next we want to apply a Random Effector to our Cloner enable the color mode. After that we'll use Redshift's User Data nodes to access this information in the Shader Graph through.įirst of all let's create a basic cloner object with a sphere to demonstrate the basic workflow between MoGraph and Redshift. Let's take a look at how to set up some random colors for a MoGraph Cloner object, using a Random effector to drive clone attributes. Furthemore, Cinema 4D's Render Instances, are converted to Redshift's native instances, which permit rendering a large number of clones with minimal rendering overhead. When combined with Redshift's powerful shading nodes, unique shading effects,as well as per-object shading variations can be implemented in a simple, logical way. Generic object attributes as well as MoGraph clone attributes can be accessed in the ShaderGraph through User Data nodes. Redshift provides extensive integration with Cinema 4D's MoGraph tools.
