The random generator needs a "evolution" or "offset" option.
here is what I want to create:
For example, I Voronoi Fractured a large box into several small blocks, I want to make some small blocks transparent and some opaque, and the transparency of these blocks is constantly changing, randomly changing from transparent to opaque and then to transparent, and so on.I hope this process of change is gradual, from transparent to semi transparent to completely opaque.
I hope you can understand my description.
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random generator needs a "evolution" or "offset" option
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Administrator Posts:
Hi Walter, what if you map the Noise Node with Voronoi settings to the Alpha channel of Material?
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User Posts:
Nervermind,I find a way.I use Shader Field to control the change.
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Administrator Posts:
I see, you wanted to distinguish the individual elements of the Voronoi Fracture. At the moment the Random node assigns just random numbers per object or per mesh element (disconnected from other mesh elements), these random numbers don't follow any rules, but are separately generated randoms. Only the attribute nodes like MoGraph Node or Vertex Map/Color nodes can help here
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