Randomize textures from Array Modifiers!

  Рет қаралды 3,347

Christopher 3D

Christopher 3D

6 ай бұрын

In this quick tutorial, we're going to look at the Geometry shading node, and its option 'Randomize Per Island' to help learn how to randomize bitmaps on Array duplicates.
#arraymodifier #blender4

Пікірлер: 22
@SewerTapes
@SewerTapes 6 ай бұрын
This is exactly why I've only used Array for identical objects so far. Holy crap, thanks, this is HUGE.
@lucababiciu432
@lucababiciu432 6 ай бұрын
It s like you are teaching the hidden ways:)). Blender becomes easier with understanding. Awesome tutorial, thank you!
@sudipto30
@sudipto30 6 ай бұрын
Amazing trick , thank you very much
@jeromeprice9952
@jeromeprice9952 6 ай бұрын
This is great trick. I normally randomise by plugging the object into the position utilising the combine xyz, snapping and colour ramp for more more control over the randomisation.
@danialsoozani
@danialsoozani 6 ай бұрын
I wanted to mention this in your previous video. I'm glad you read the comments! by the way the OUTPUT of Random per island is between 0-1 you can multiply to increase the output amount to give you more variation in randomization.
@christopher3d475
@christopher3d475 6 ай бұрын
That's good to know. Thanks for the tip about the output values.
@danialsoozani
@danialsoozani 6 ай бұрын
@@christopher3d475Thank YOU for providing these amazing stairs series!
@AndrewRowell
@AndrewRowell 18 күн бұрын
Amazing!
@asr59
@asr59 5 ай бұрын
Have you tried the "object info" node? It has a "random" output that works very similar to thr "random per shell", which is made for this cases. Random per shell is normally used within an object that contains multiple overlapping shells, like it would happend with pipes within the same object, for example. Great videos btw, glad to see there's people working in a smart way in blender 😊 loved your duplication videos and how well is explained and break up.
@pepecarlos8845
@pepecarlos8845 6 ай бұрын
You can use a separate XYZ node to affect only the directions you want. And also can use the geoemtry node to randomize the hue, saturation and the value of the texture. And you can combine with the map range node to limit the effect. Sorry Sorry for my english
@christopher3d475
@christopher3d475 6 ай бұрын
Yep, lots of additional possibilities with it.
@BigBoyShannyJ
@BigBoyShannyJ 4 ай бұрын
King tutorial, exactly what I needed :)
@MBHenriksen8900
@MBHenriksen8900 6 ай бұрын
This is exactly what I've been missing - mainly since it also works with randomizing colors! Adding a color ramp with different colors set to interpolate Constant will give your arrayed objects a variation of those colors, same goes for using a hue/saturation mix color setup! Now I don't have to have single objects to create color variation, yay!
@amr4g588
@amr4g588 3 ай бұрын
WOW
@jeremydelastreet
@jeremydelastreet 6 ай бұрын
I'm on ! Thanks
@NotSoMuchFrankly
@NotSoMuchFrankly 6 ай бұрын
Some of those other outputs could use some disambiguation. 😉 Normal/True normal: which if either is local vs global? Tangent (to a normal?) points which way? Incoming/Parametric geometry? Blender often leaves me wondering 'what does that _mean?'_
@christopher3d475
@christopher3d475 6 ай бұрын
Yes I agree, the manual is also not very clear on what they do.
@kavilpparwar4956
@kavilpparwar4956 6 ай бұрын
Can you make a tutorial for hydra storm. Nothing detailed, just brief. ❤
@fraklin6
@fraklin6 6 ай бұрын
If only Random Per Island worked in Eevee =(
@wadeeliason969
@wadeeliason969 6 ай бұрын
Once you get the randomness you like in cycles you cpuld just bake it then use evee
@user-kq4ry4jj1x
@user-kq4ry4jj1x 6 ай бұрын
kzbin.info/www/bejne/Z17Ec36raqZ7e8U
@theGoogol
@theGoogol 2 ай бұрын
Doesn't work in Eevee afaik, though.
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