NEW IN R20

Material Manager Material Nodes Individual Assets Generator Multi Shader
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Multi Shader

Preview Basic Inputs Outputs

Inputs

Mode

Here you can select the criteria according to which the linked Shaders should be assigned, You can select from the following:

Color

The clones’ colors determine the assignment of the Shaders. The criteria for the evaluation of the clone colors is defined using the Color Mode setting.

Iterate

The Shaders are assigned repetitively according to the clone index number. The first clone will be assigned the first Shader, the second the second Shader and so on. If more clones than Shaders are available, the assignment of the Shaders will be repeated correspondingly often.

UVW

Select the desired direction via the separate UVW Mode menu. Existing Shaders will then be distributed onto the clones along the U, V and W directions (see also About UVW Mapping in MoGraph).

Random

Each clone is assigned a randomly selected Shader. The random calculation is based on the Seed value.

Color Mode

If this mode is enabled, you can select how the colors of the clones should be converted in order to control the shader selection. The conversion of the colors will be done according to the modes known from the Color to Float Comma node (see Mode).

UVW Mode

Here you can select the direction in which existing shaders should be distributed uniformly.

Seed [-2147483648..2147483647]

This is the value on which the random direction is calculated if Mode is set to Random.

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Add Input

Use these settings to create the desired number of color imputs for the node (or to delete selected elements).

Shaders.1

Here you can link colors that are assigned to the clones. If you only need simple colors, these can be edited directly using existing shader inputs. Otherwise you can link any type of coloring node here.