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    Material Blender Driven by Vertex Map

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    • B
      bet-beach last edited by

      Hi All,

      I have an issue I'm going crazy with:

      Objective: Create a transparent texture that is driven by a vertex map that will imitate a mop cleaning footprints from a floor over 3 wipes.

      Set up: I have a box field attached to my mop head, as is passes over the floor it is adding to a vertex map so that we have the vertex map increase in strength.

      Material: I have 3 transparent png files "feet" - "smudge level 1" - " smudge level2" these are piped into 3 textures using the alpha channel - All good so far.

      I have the Vertex Attribute piped in to 4 ramps, each ramp is set to a range so that they are catching 0-25% 25-50% 50-75% and 75-100% -

      I'm plugging all this into a Material blender - my base color is a purely transparent texture, my layer 1 is the footprint texture, layer 2 is smudged level 1 footprints, layer 3 is smudged layer 2 and the 4th layer a transparent texture.

      The ramps from the vertex map are being used as the blend colours. The first ramp is inverted so that we have footprints all the time and it is only the first mop wipe that clears them and they are replaced my smudge layer 2 so it looks like they have been wiped away badly, this is all working great, but when I try and transition in the same way to layer 3 and 4 I just get a black output... It seams like it will bot process all the opacity but I can not for the life of me work out what is preventing this from working. There are a million tutorials on 2 texture morphing, but I can't get 3+ to work.
      floor.jpg

      I'm trying to repl icate something like this https://wildfirestudios.com/Side-by-Side.mp4 where we get a smear as the mop goes over.

      Finally I was planning on stacking this material over the floor geometry so that when it is cleaned, the clean floor is revealed.

      I hope this makes some kind of sense!

      Thanks in advance for anyone looking at this 🙂

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi bet-beach,

        Please have a look here:
        https://projectfiles.maxon.net/Cineversity_Forum_Support/2025_PROJECTS_DRS/20250910_CV_2025_drs_25_ANsm_01.zip

        I would work with a very fine Noise to "diffuse the texture", here I used the colors first to set the texture apart, the noise can then move it in a way that diffuses it at the same time. Use the "Redshift Render View" and press play.

        Check the values in the Distorter, to get more or less effect.

        Screenshot 2025-09-10 at 12.31.11 AM.jpg

        Perhaps you like to have the initial state undistorted and work with colored noise. Explore what fits best with your idea.

        Please know, for security reasons, I touch only a few standard cloud services (WeTransfer, Dropbox, Google, Apple, and Adobe), hence I worked from your image only.

        Please let me know if there are any questions. I'm happy to look into those.

        Enjoy

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • B
          bet-beach @Dr. Sassi last edited by

          Thank you so much @Dr-Sassi -

          That's why I love C4D so much - there are so many ways to skin-a-cat and I seem to always finding myself trying to brute-force the most complicated and ineffective way! I wish that I just had time to keep my skills sharp, but the deadlines keep coming faster than my chance to up-skill...

          Your solution is elegant and lightweight and with a little moving things around I have it where it is usable for my clients weekly meeting tomorrow (you saved my skin:)

          However it does open up even more questions:

          With this method is there a way to set the distortion based on the direction of travel of the object? Maybe using a field force?

          As you can see I have added a final wipe that creates a full transparency. The idea being that we have State 1=just feet , state2=slightly smeared, state3= really smeared and state4= all gone. Is there a more effective way to accomplish what I have set up?

          I completely understand your hesitation to open unknown sources - I have added the reference video and the c4d file and tex folder I tinkered with so you can see what I was trying to get to. Added as a Google Drive link.

          Amazing that unseen you got me 80% of the way there - super helpful and I am incredibly grateful for your time.

          https://drive.google.com/drive/folders/1x9VpudwNsAN7c0YaCF3ObcEakSOeeLVL?usp=sharing

          It it's easier and the answer is already out there (Cineversity archive and Maxon Training teams and school of motion), please point me in the right direction so I don't take up your time.

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          • Dr. Sassi
            Dr. Sassi last edited by Dr. Sassi

            Hi bet-beach,

            Yes, Cinema 4D is very flexible and versatile. Thank you for that.

            Thanks for the Google files.

            The UV-based movement (Distorter) can only push a single pixel in x or y (red or green), or just gray values, and then based on the distorter's global settings. To follow a brushstroke while the brush is rotated means to put the image on the head at one point, which might be possible, but I assume it would take a lot of developing time
            https://help.maxon.net/c4d/2025/en-us/Default.htm#html/COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER-COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER_GROUP_0.html#COM_REDSHIFT3D_REDSHIFT4C4D_NODES_CORE_DISTORTER_INTYPE
            Perhaps I miss something, as ideas often come with a new problem, but here I'm not clear how to follow that brush in any direction, what rotating (or broom in your video)

            I found it easier to explore particles here, as that is what comes closest to dirt. Here are two sketches.

            CV4_2025_drs_25_PAcm_01.c4d
            CV4_2025_drs_25_PAcm_02.c4d
            The Delay needs more attention.
            Screenshot 2025-09-10 at 11.29.28 AM.jpg

            The other way would be to set the animation brush (or broom) and render it from top view. Then "smear" in Photoshop along the path. If the brush crosses its own path, the next image is needed, based on the one just smeared (Smear Finger, 80-90%). Those images are then layered and unveiled with a vertex map, set decay to 100%, meaning nothing decays.

            I hope that helps for your next meeting.

            My best wishes

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • Dr. Sassi
              Dr. Sassi last edited by Dr. Sassi

              Hi bet-beach,

              The Smear-Finger idea (Photoshop) was nagging me to translate that to Cinema 4D.

              The simple idea is to run a Wind object along a spline and add some other parts to it. Done.

              Example:
              CV4_2025_drs_25_PAcm_21.c4d

              Screenshot 2025-09-10 at 11.09.49 PM.jpg

              Yes, it follows the direction even around 180º+ movement.

              One more, if particles have moved a certain distance, they go into the Group.2, which means they can be used for additional "effects".
              CV4_2025_drs_25_PAcm_22.c4d

              All the best

              Dr. Sassi Sassmannshausen Ph.D.
              Senior Trainer, Maxon Master Trainer, L&D - Strategist
              Cinema 4D mentor since 2004, Member of VES, DCS.

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