Excellent! Is there a way to use the Jitter node to control seed of a Maxon Noise? Whenever I try I get error message saying Seed needs an absolute or constant
I have a good solution to that so far. Use the UserColorNode (or now jitter node) to get a random Color for your object. Pump that into a ramp node. The different grey values you get are basically a random number between 0-255. Pump that into a changeRange. That into TriplanarNode for offsetting the texture. Play with change range value. Now Ure texture gets transformed dependent on the ObjectID.
Nicely done!
Thanks!
Great stuff - super useful. Thank you for this!
wow nice ididnt know about it , thank you mate :D
Glad you liked it!
this is fantastic paired with xparticles! no more display color caching!
hope cinema4d upgrades its own particle system!
Thanks for watching!
nice x particles tip
Cool ;)
Thank very much for the tuto!!
Danke!
Thank you :) appreciate you watching
Nice video as always !
Thanks dude!
great video!
Great explained - thanks!
Excellent!
Is there a way to use the Jitter node to control seed of a Maxon Noise? Whenever I try I get error message saying Seed needs an absolute or constant
Thank u , that helps me a lot
I'm glad! Thanks for watching.
yea finally got this now we need UV randomization non repeating texture patterns.
I have a good solution to that so far. Use the UserColorNode (or now jitter node) to get a random Color for your object.
Pump that into a ramp node.
The different grey values you get are basically a random number between 0-255.
Pump that into a changeRange.
That into TriplanarNode for offsetting the texture.
Play with change range value.
Now Ure texture gets transformed dependent on the ObjectID.
@@scheerlon NOICE!
thanks, not my idea, got it somewherein the internet some day ;)
@@christopherlopez2729
Nice Introduction. Would it be possible to offset the uvs and then randomize the position of the used textures?
I haven't tested that just yet but I'm sure there is a way to do that with the float and integer values.
connect the jitter scalar output port to a vector maker node, then pipe it into UV port of your textures.