TIP: Randomizing Leaf Color


https://i.ytimg.com/vi/TdOhAizD1MA/hqdefault.jpg



Learn how to procedurally randomized the color of many duplicate objects using the same material in this free tutorial from Blender Cookie: http://cgcookie.com/blender/2013/10/03/tip-randomizing-leaf-color/

Blender Theme: https://dl.dropboxusercontent.com/u/2127530/kt_modo.xml

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24 responses to “TIP: Randomizing Leaf Color”

  1. I've tried object info plugged into hue to generate the diffuse colour (no textures, with red as the input colour). It always generates the same purple colour for all the objects. I don't get it.

  2. Thank you, this was just what I was looking for. But what If I wanted to make the randomized hue automatically variate? For example, I have a plane emitting glowing particles that are all white in color, and I want the hue of the particles to automatically fluctuate between blue, red, green, and yellow, i.e. not have them all maintain a solid color throughout their lifespan. I also want a similar fluctuation with the glow so the particles look like they're pulsating. I know this probably has to do with the composite editor, but I have no clue how to use that effectively so that's why I'm asking.

  3. Just to note, the one value you were looking for for the hue node was actually 0.45. Since 1.0 is exactly one revolution of the hue wheel, 1.45 does the exact same thing as 0.45. In your video, you ended up at ~1.45.

  4. +Barry Cazimir "Hello can blender be use to put cgi into liveaction and make the cgi look real in the film like its really there ?"

    What you are talking about is something that is actually rather simple. The technique that is used is pretty much identical to how green screens are used to make it look like people are in a different location while staying inside the same studio. If you watch the weather on TV, you see this in work all the time when a meteorologist is in front of a dynamic map.

  5. Can you explain shortly what is the difference (except for the level of control) between using a bump map plugged into the displacement socket of the material output and using the displacement modifier using the same bump map?

  6. Good tip and the results look great. The math on the random output doesn't seem to make sense. Start with a random value between 0-1 and multiply by .1 should give a number between 0 and .1. To get the range to .45-.55 you should have to add .45 but you needed to add 1.3 or something. Seems like a bug?

  7. Great tutorial I was thinking about how you were going to break up the specularity with that texture. Here the whole time I've been using GIMP. Your way, if used in the correct situations, is way easier.

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