On 31/08/2018 at 05:24, xxxxxxxx wrote:
Hi Maxime,
Thanks for your welcome message and reply.
I will try to post a couple of screenshots and explain better my experiment.
There are two starting points there might lead to similar answers:
1- Using a color shader applied to a cloner object which would generate indexed clones to be baked into individual colours later. I dont think is possible to bake a color shader when making an object editable. At least I didnt find any reasonable answer on internet.
The main reason I am trying to do that is to avoid using many different materials. I was working on a color chart for fabric samples, and had to arrange the objects but keeping their mappings.
http://gbljeans.com.br/upload/images/cfcd3d3195.jpg
http://www.cataldus3d.co.uk/uploads/4/7/7/7/4777390/screen-shot-2018-08-31-at-12-44-45-pm_orig.jpg
Unfortunately, I missed the rest of text when tried to post this reply.
But I was saying the in this current setup, I am using a color shader but when move the clones, it mess up the mapping, shifting the colors.
On the second option below:
http://www.cataldus3d.co.uk/uploads/4/7/7/7/4777390/screen-shot-2018-08-31-at-12-58-04-pm_orig.jpg
2- We can use a gradient straight into the color slot of a material, and the idea would be to link the gradient.color nodes into separate colors to the baked childs (or clones).
But even this solution needs to be baked into separate materials to the respective child objects.
I hope it makes more clear now, and please let me know if you have any ideas.
Many thanks and regards,
Fabs