I thought the Grow-Modifier only works on Vertex-Maps, didn't realize it also works with fields. Would have needed this knowledge a couple of weeks ago. :) Thanks for the insight.
little tip: you may want to just use the checkerboard shader instead of a step-gradient. if you reduce v frequency to zero you can achive the same effect and it is a bit more flexible afterwards. + a jiggle deformer can improve your animation too … depends on what you are going for. nice tutorial tho!
Probably there's mask on the reflection channel. Under effects, there's a terrain mask option. But it's C4D, there are mostly more than one way to get to a certain result.
sometimes setting the radius to the right size is the issue - try tinkering with it - ex 10cm does nothing but 11cm grows the animation perfect. All depends on your #s - im learning - these guys help a lot !
the 'freeze > grow' effect is really great, but I'm having trouble when I try to get the effect to work a second time as a subtract once the first has animated on. If I just use the usual fields it's fine. I can move them or change the size, or add another one in subtract mode. If I use grow though, I can't get the grow to work as a subtract afterwards without it being in conflict with the original. I've tried subfields, and folders, but haven't been able to find a way that works. You wouldn't know if it can be done would you?
It's 2 materials that are mixed together in the Input 1 and Input 2 of a Blend Material. The "amount" is simply a dirt node. The dirt node causes the second texture to appear in the ridges. I hope that makes sense? Basically just 2 materials and a dirt node used to reveal one or the other...
Is there a way to visualize the grow animation? I'm trying to use the noise shader on cloner, and I can't seems to visualize the animation. Thanks Again!
It's 2 materials that are mixed together in the Input 1 and Input 2 of a Blend Material. The "amount" is simply a dirt node. The dirt node causes the second texture to appear in the ridges. I hope that makes sense? Basically just 2 materials and a dirt node used to reveal one or the other..
@@thepixellab2011 Hi, I'm also a bit lost on how you did this texture. I'm trying to replicate something similar in Arnold, but can't get it to work. I'm guessing a mix_shader would be the same as a blending material, so what I need is something that mixes them based on height? Or...? How would you do it?