#Different materials on array modifier
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Cant you keyframe the offset?
Do you mean offseting the animation?
It doesn't make the same result
No I mean keyframin the offset value but on second thought that wont help much with the texturs.
its a little bit of a hacky solution, but it does work, its just a little bit of manual work
cuz all of them are gonna have a different random value per island, you can then seperate them out one by one and give them your desired material and combine it all into one material like this
at the first mix, you make sure the greater than is true for every object but one, then you with the next one you make sure it all but two etc until the last greater than is only true for the last object
this is definitely a hacky solution
i say geometry nodes
i tried poking around a little in geometry nodes but i couldn't figure it out
and you can replace the shaders in this setup with node groups to make it clearer, cuz you can just drag the materials you want into the setup as node groups by selecting everything in them but the output node and pressing ctrl+g
even in geometry nodes its very manual
at that point, this might be easier
sure, best way to do this would be if blender had a way to create an array. say instance [0, 2, 6, 9] had the material "green". then i don't doubt this would be easier in geo nodes
but now they don't
i've done it before like this, its not that much work tbh