Multiple objects/collection treated as one, blender 2.8

Hello,

I got sent 2 (almost) exactly the same scenes/objects, there’s only a difference in material. i succesfully impored them as collada.

it looks close to this: https://images.app.goo.gl/fkoP8brkzy5sz31V8

so i got one with textures, and one with only a very basic white material.

I was asked to make an animation of the material, so that it turns from white to the textured object.
a very basic ‘‘wipe’’ from bottom to top could be enough to achieve the desired effect.
sounds simple right?

they contain quite some objects on its own, with alot of packaged food products stored on them.

My first though was to approach it as a 2 single objects, and a boolean, which hides object 1, and reveals object 2.

i got the 2 files seperated in 2 different collections. when i right click on one of the collections, i can select all the objects, and should be able to join them… right? well it doesnt seem to work, at one point it did look like something was happening, but it messed up alot of the materials, plus most of the objects eventually did not join. i should be ctrl+j …? i’m already totally stuck.

are there any obvious techniques i might be missing for creating such an effect?

any advice would be lovely.

You could just use material nodes. Attach a Gradient texture to a Mix Shader, which controls the two materials, and animate the gradient texture coordinates.

It depends on what you need.
First of all if the 2 models are the same you just need 1 of them.
If you need static camera view, it’s better if you make 2 renders, one with dull material, the other with textures and then just make a video transition between the 2 renders.
If you instead need a moving camera you’ll waste less time by animating colors or shaders of the same model.
In this example there’s a transition of colors. But you can also mix shaders with the same principle.
The animated node is the Math node with “Greater Than” factor, and then you animate the value from 0 to 1.

@william; thought about that, but it still requires alot of repeated actions since there are alot of objects, and i’d like to make the animation very ‘‘linear’’, as one object, if that makes sense.

still interested, got into the shader editor, mix shader connected right in front of the output, new principled shader. gradient shader connected to the fac input on the mix shader, now what… :smile: the vector mapping node position comes close, with a gradient on it. hmm… gotta dive into it some more.

@lazyvirus;

that is very helpful. i will definately try this. but it still requires to do this step for every single object seperately (?) there are like 50. still wonder how to treat all of them as one. for a minute i thought i had it, as you could instance a collection, but that doesnt allow materials/modifiers.

it’s with a camera movement by the way.

That should still be quite easy. Use a Group node for the transition part, and share it across all the materials. Then use an Empty object to drive the texture coordinates so that it becomes the same across all the objects.

if you simple need a constant or random color for objects
you already have that in 2.8
use the MATCAP option
with constant color or random colors for objects and done

happy bl

the greater than - method is awesome, does exactly what i want, also with the empty as driver. i had to use the Y axis to make it work from bottom to top, for some reason. i think it has something to do with the way blender interprets the collada?

now, just for fun, is there a node which i can insert somewhere between, to make the transition somewhat ''noisy/wavy ‘’?

i’ll take a look at the matcaps later.
still though, not really comfortable yet with the way/lack you can handle a complete collection. would be nice to have the ability to just throw a material/modifier on top of it. but i got alot to learn still.

got more of a compositing background, i have used alot of fusion/after effects/nuke and a little cinema4d/3ds max.