The RSCurveIDColor attribute will create a random color value for each strand. This can be connected to a Ramp node set to Alt Source mode to remap the colors. The RSCurveIDNorm attribute will create a 0 to 1 grayscale value for each strand. This can be connected to a Ramp node set to Alt Source mode to remap the colors. This can be connected to a Ramp node set to Alt Source mode, to remap the colors, much like the Hair Position node for Hair Strands. The RSCurvePosition attribute will create a 0 to 1 value for each point on along the curve. These are Curve Vertex Attributes that should be used in conjunction with the Curve modes Boxes, Cylinders, Capsules, Cones, and Strips described here. The Value Amount will determine the brightness & darkness value for each strand with a value from 0-1. A value of 1 will effectively desaturate some of your strands to the point they have no color and are white. The Saturation Amount will determine the saturation value for each strand with a value from 0-1. A value of 1 will effectively change every strand to a completely different color. The Hue Amount will determine how strong each strand's Hue color will change with a value from 0-1. The Color parameter will be the overall shade of your strands. The Hair Random Color node is used for randomizing the color per hair strand. This can be connected to a ramp node source set to Alt Source mode, to remap the colors as shown below. The Hair Position node will create a 0 to 1 value for each point on along the curve. These are nodes that should be used in conjunction with the Curve mode Hair Strands, described here. Shading Curves Hair Strand-specific Shader Nodes Once you have it extruded the way you like, you can control rotation of the newly formed object from the Coordinates tab of the Extrude Object.Adaptive mode will give the most optimized result in terms of geometry. This is why it’s a good idea to make sure any spline you wish to extrude is oriented to one of the three main planes (XY, XZ, or ZY). Movement specifies the direction and length of the extrusion relative to the orientation of the Extrude Object itself. X, Y, Z: The direction of the spline will be determined by the axis chosen.Ĭustom: This would allow you to use the movement setting to define the directional vector. Cinema 4D will create an extrude perpendicular to the plane in which the spline lies. This can be done differently using the following options in the Direction drop down menu.Īuto: This is the default option. Here you can determine the direction of the extrusion relative to the object itself. Let's take a look at some of the different Extrude Object Parameters in the menu.
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