Hi there
I am currently trying to find a way to let shape keys be activated driven by a mask generated from the object info random value. The idea is to have grass models with a “dead” shape key and when the “dead” color from the material gets enabled, the shape keys would transform, too. The random value gives each object and instance on a particle system a different value, so that not all plants would get dead at the same time. This thread kinda solves the problem with a driver: https://blenderartists.org/forum/showthread.php?330133-is-it-possible-Shape-key-driven-by-material-value-node
But some problems still remain. I can only acces the default value for example. So I have two questions:
- how to access the actual (not default) values of nodes in a material node tree?
- how to set shape keys for every individual particle instance?
If you have any other idea on how to get this going, I’d appreciate it as well of course