Replicating the C4D Variation shader to randomise texture placement across cloned objects

Replicating the C4D Variation shader to randomise texture placement across cloned objects

Tim_Anderson1
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Replicating the C4D Variation shader to randomise texture placement across cloned objects

Tim_Anderson1
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I'm trying to assign a texture to cloned objects, randomising the UV offset, scale and rotation for each instance. I can do this with the C4D Variation shader, however I am unable to figure out how to replicate this with Arnold, any guidance would be greatly appreciated.

Here's an example of my use case achieved with C4D's variations shader:

7837-screen-shot-2020-08-12-at-94650-am.png7838-wood-06.jpg

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Message 2 of 4

peter.horvath6V6K3
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Here's a simple example scene which reads the index of the clones via a user_data _int shader and generates random vectors from it which drive scale, translate and rotate of a uv_transform shader.

wood_variation.zip

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Message 3 of 4

Tim_Anderson1
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Thank you so much for the example, Peter. Unfortunately I'm seeing the same co-ordinates repeated across all clones, but I'm attempting to achieve randomisation between each of the clones. Is this possible? This is what I see with your example:

7839-screen-shot-2020-08-12-at-100637-pm.png

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Message 4 of 4

peter.horvath6V6K3
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Seems like the clone indexes are not exported? Are you using an older C4DtoA version maybe?

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