modifier lets you apply different material IDs to objects containing
multiple elements, at random or according to a formula. When
animated, this effect is useful for such applications as an office
building at night with window illumination turning on and off at
Various materials randomly
applied to the leaves of the plant
Example: To assign colors randomly in
a group of spheres:
- Create six spheres.
One method is to add a
then use Shift
the Copy option, and enter 5
Number Of Copies field.
- Combine the spheres into a single editable
Right-click a selected
sphere and from the Transform (lower-right) quadrant of the quad
menu, choose Convert To: Convert
to Editable Mesh. Then click Modify panel Edit Geometry rollout Attach List. In the Attach List dialog,
click All, and then Attach.
- Create a
material with six materials, and specify
a different color for each material. Assign the material to the
object with multiple spheres.
Because sphere primitives
are assigned material ID 2 by default, all the spheres now have
the color assigned to material number 2 in the multi/sub-object
- Apply the MaterialByElement modifier
to the object.
- From the Parameters rollout, turn on
Because the default ID
Count setting is 2, some of the spheres are assigned sub-material
#1, and the rest are assigned #2.
- Use the spinner to increase the ID Count
setting to 3. Also change the Uniqueness group Seed value.
Now the first three materials
are assigned to the spheres at random, although with some Seed settings,
you may see only two different colors.
- Keep increasing the ID Count setting
until you see all six colors in the multi/sub-object material. As
the assignments are random, it may take awhile.
Material ID By Element
The two choices in this
group let you either create a truly random distribution of material
IDs or divide the assignments among up to eight materials according
to percentages you set.
- Random Distribution
Assigns the materials
at random to different elements in the object.
- ID Count
Determines the minimum
number of material IDs to assign. Because material ID assignment
is random, setting it to the number of materials in the multi/sub-object
material or higher doesn't guarantee that all materials get used.
- List Frequency
Determines an approximate
relative weight (percentage) for each of up to eight material IDs,
as set by the Mat'l ID #1-8 spinners. The modifier assigns material
IDs until the weights total 100.
For example, if you set
Mat'l ID #1 to 40, #2 to 35, and #3 to 60, approximately 40 percent
of the elements will be assigned material ID 1, 30 percent will
be assigned material ID 2, and 25 percent (100 − [40 + 35]) will
be assigned material ID 3. Any remaining percentages (as set in
Mat'l IDs 4-8) are ignored.
are approximate. The more elements the object contains, the closer
the assigned percentage comes to the set percentage.
Sets the seed value for
the (pseudo-)randomization of material ID assignments. Not animatable.