Random value per mesh inside object
I don't know if it's possible to implement. But I need to hear from people. It would be a very nice feature to be able to vary colors per separated meshes inside a combined object. I know it's kinda a duplicate to array modifier color randomness, but I've done a mockup! :)
You may suggest a workaround for this. For example some sort of polygons groups indexes and then reading them in shader.
7 Comments
Duplicate of this actually. Either way in my opinion this is a must have feature. So very helpful in so many cases!
* @daniellapalme * oh, didn't find that, thanks! I guess, this one is now redundant.
This would be awesome to have! I've used a workaround for this using the UV map. Simply arrange your leaf UVs in a random fashion on your UV view, scale them to 0 with individual origins (this makes the UV islands uniform in color). Now you can use the UV texture coordinate as a sort of random color texture for your UV islands. You can also combine it with the random object info with some math nodes for even more randomness. Hope this helps for now :)
* @Jazz * This is a really smart solution! Thanks, man!
I tend to give all my objects a vertex color layer called 'tint' and use this in the shader. It's probably not hard to write a script to randomize the vertex colors for each polygon shell in a mesh, too.
Hmm. Access to indexes of datablocks will be nice for shaders. But it is more about scripting, I suppose.
yeah definitelly, if you can "separate by loose parts" you can definitelly have an attribute to random by loose parts, i've thought of this many times, thank god someone else made a proposal!