Does anyone know if it’s possible to use a secondary object’s coordinates for the first object’s material settings in the node editor?
I want to have a noise texture animate in a certain way on a plane. So I’d like to use an empty and reference its position for the noise value of the plane.
I’d also like to know how to do this. I use an empty to control the orientation and “seed” for wood textures in Blender Internal (without nodes), and would love to do something similar in Cycles.
This post is slightly off topic(Sorry :/); but rather than reply on an old topic, I’ll post on here.
@Acro: Drivers do not work in the materials; I’ve been trying to get them too for a couple days now, researching(and the like) to no avail. It is possible to animate them, but I need them to be “driven” by an armature…
Yes. Since it was kind of late here and i’m almost complete newb in animation field i had thrown in some python rand function as a scripted driver. See screen.
Imo there’s nothing preventing some bone movement driving this value too. Still i’m newb here…
Ok…um…still not getting it. I’m afraid I’m not a scripter; and a little noobish in this area…could you explain how you got that far? I’ve been able to add them, get the purple color; etc; just not control them. What did you edit in the script? I’m sorry for my lack of knowledge in this area.
Deeper in woods, more trees… While this was just some rand function changing values on keyframes i belive, more i read there’s no clear way to read some values from animations - bone positions, coordinates. And i’m also not so much into scripting. Still, i somehow don’t belive it’s not possible, but it might not be so trivial. So far i just can’t find clear way either. Anyhow, idea changing material properties during animation sounds tempting. So the question how to change eye color emission value proportional to head rotation is still open…