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Chaning material based on geometry
show user profile  Nithel
Is it possible to dynamically change the material on one or more objects, using the geometry of another object, or some kind of shape?
The idea would be to have everything that enters the boundary of the control object change material as it enters. If it's half way through, only half of the object would be changed.

Is this possible? If not, is there another way I could achieve this effect?
read 426 times
9/4/2012 2:16:39 PM (last edit: 9/4/2012 2:16:39 PM)
show user profile  Sir_Manfred
Maybe try a volume select with some type of vertex painting on top and then blend materials using vertex colors?
Haven't tried it myself but might be worth a shot.



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http://www.Freds3D.com

read 421 times
9/4/2012 2:19:48 PM (last edit: 9/4/2012 2:19:48 PM)
show user profile  herfst1
By the title of this thread I thought you were after some Channing Tatum Material.

[edit] got rid of that Channing Tatum pic.


In answer to your question, I'm sure there's a fancy way to script this... but I'd render it twice; once with one material, once with the other, then use After Effects to mask part of the screen.

read 417 times
9/4/2012 2:25:16 PM (last edit: 9/4/2012 5:30:40 PM)
show user profile  Weetabix
Easy!

Use a volume select modifier to select faces of the object within which are inside the volume of another object.
On top of this, put a material modifier set to Mat ID 2.

Now, your object will change material ID on the faces as they enter the volume ojbect.


read 413 times
9/4/2012 2:30:27 PM (last edit: 9/4/2012 2:30:53 PM)
show user profile  Octopuzzy
There used to be a plugin [edit] by the name of Chameleon [/edit] that did exactly that, but it hasn't been updated in a while, 2008 was the last supported version i think.
If you are using Vray you could try the VRayDistanceTex material,
http://www.youtube.com/watch?v=Wq1h1UMQDRg




read 408 times
9/4/2012 2:36:59 PM (last edit: 9/4/2012 9:20:20 PM)
show user profile  Sir_Manfred
Weetabix method probably works too, but then you'll get sharp seams between the materials.
If the vertex-color method works you'll get a somewhat smooth blend (depending on density of your mesh of course)



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read 403 times
9/4/2012 2:48:49 PM (last edit: 9/4/2012 2:48:49 PM)
show user profile  Weetabix
Sir_Manfred, very true, and you will also need a dense mesh or it looks crap.

read 399 times
9/4/2012 2:56:12 PM (last edit: 9/4/2012 2:56:12 PM)
show user profile  Nithel
Yeah, it needs to be relatively smooth, so the material ID method probably won't do it (I'm totally storing it in the Cool-things-I-might-need-one-day section of my brain though).

Octopuzzy I was planning on using Mental Ray, but that right there is perfect. It'll be my last resort if I can't get Sir_Manfreds idea to work.

I managed to figure out how to use Vertex Paint to blend two materials just like I need. I haven't been able to figure out how to get the Vertex Paint modifier to react to a selection, so that's where I'm stuck at the moment...

Edit: Appearently it simply isn't possible to do with the native tools. I did find this thing though:http://www.rpmanager.com/plugins/BlurVColor.htm
Unfortunately it doesn't seem like my Max 2013 wants to cooperate with it, so I'll probably end up going with VRay.

btw, should the 2012 version work, or is anything that isn't specifically 2013 out of the question? I've never installed a plugin in Max before, except VRay..
read 380 times
9/4/2012 9:17:01 PM (last edit: 9/4/2012 9:36:48 PM)
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