Shading
The following settings are the same as with the Displacement Object.
There are basically two methods of projecting a texture onto a clone group (using the Shader Effector) or object points (using the Displace Object to move the object points):
- With the help of an additional Material tag (only with Standard/Physical Render)
- Using a custom shader without a Material tag (UVW mapping) (This also works for the Redshift Renderer. Just choose "Custom Shader").
Select a material channel. An additional Material tag field will be displayed. Drag any texture into this field from the Object Manager. The texture will now be applied by the corresponding material’s selected Material Channel.
Clicking on this button will make the settings of the corresponding shader available in the Attributes Manager.
If a material channel is selected, this field will be made available, into which you can place a Material tag.
If you select Custom as your shader mode a texture selection menu will be made available.
Select a bitmap or Shader for the Effector to use. Using the Material tag method is recommended because it offers better results and can be used in conjunction with the texture tools (see also Texture) to adjust the texture coordinates interactively.
Use this setting to define whether or not the texture should be tiled.
Use this setting to define how the Shader Effector will interpret colors that have been extracted for a Cloner Object.
- Alpha: If a Shader or Texture (e.g., a video) has an alpha channel this option will analyze it. If no alpha channel is present the Texture’s grayscale will be extracted.
- Gray: The grayscale value will be used.
- Red, Green, Blue: Only the respective color will be utilized.
Use this setting to invert the Alpha channel and its effect.

