I rendered this in Blender, but I am curious Dune if your PF layering (like you did on your multi displaced colored rock) without displacement would vary the tree colors for me in TG? This is done with a random diffuse node in Blender. I was trying to make twinkle lights. ;D
This image has been blurred and flare after effects, doesn't have to be for TG.
If you use a transform shader set to world position between colors and the object you can add whatever colors in world space to any object.
Quote from: Dune on December 18, 2016, 12:12:38 PM
If you use a transform shader set to world position between colors and the object you can add whatever colors in world space to any object.
I guess I wasn't clear with that question. This is only one object as if in a population. There are only two leaf colors here, a lighter green and a darker green in the original object, whole leaf mesh divided by selection to mimic lighting. In my image it renders with two at most random colors per leaf mesh.
So I guess what I was asking, can I chain stack a few PFs with a transform input set to world and get various colors in a single tree or will they just blend into mud?
See if this helps.
Note: Just attach the clip file to the Colour function connection.
You can also use an image map to diversify leaves of one tree, set to UV or Y projection, but with a transform shader in between. I just took some (squarish) map, so colored fractals will work likewise. You can also assign one of the colors (try convert... blue to scalar) to a luminosity input for lights....
That looks to be an interesting solution as well.
Quote from: AP on December 18, 2016, 11:28:30 PM
See if this helps.
Note: Just attach the clip file to the Colour function connection.
Quote from: Dune on December 19, 2016, 02:20:39 AM
You can also use an image map to diversify leaves of one tree, set to UV or Y projection, but with a transform shader in between. I just took some (squarish) map, so colored fractals will work likewise. You can also assign one of the colors (try convert... blue to scalar) to a luminosity input for lights....
Thank you AP and Dune! I will try both methods.
Interesting that multiple color shaders can share those elements. Example, the PF and transform feeding into many. That saves some copy/paste time. ;D
Quote from: AP on December 18, 2016, 11:28:30 PM
See if this helps.
Note: Just attach the clip file to the Colour function connection.
Sorry to wait so long to post this. It worked great! Thanks again!
Used a spot light in the night render.
Fun fun fun...
Still playing with clip files, I merged a glass shader with colour tgc on a very displaced vase and got my "Monet look" I increased the scale of the PF on the colour side (at the transform input) before the merge.
Then I upped the contrast in the PF on the colour side PF and lowered the reflectivity on the glass side.. ..last image...
Not liking the shadow result, I ran the last smooth vase through Poseray and recalculated the normals. I am new to this but maybe it worked okay.
I could probably just feed colour through a transform input without the glass on the last image.