Adding Color Variation

Here is a basic workflow about how to use the HSL Shader to give your crowds some Hue variation.

BASIC WORKFLOW

CONFIGURE THE GCHA

- In the Golaem Character maker Geometry tab select the piece of geometry on which you want to assign the hue variation and select its Shader.


- Drag and drop a Shader Attribute node and link it to the desired shader node,  rename it shirtHueVariation and give it a range of values (-1; 1).

- Don't forget to save your gcha!

 

SHADING GRAPH INTEGRATION

- Go into the Hypershade and link a crowdHSL to your shader Color. 
 
Depending on your renderer the nodes to feed the HSL shader will be different, please refer to the associated documentation to know how to plug them:

Renderer Node to feed the HSL
Mental Ray GetUserDataScalar
Vray VrayUserScalar
Arnold aiUserData
3Delight GetUserData for 3Delight
Redshift
Renderman Studio GetUserData for Renderman

- In the feeder node (VRayUserScalar for example), query the value name shirtHueVariation.

- Hit render!
 
 

FEEDING THE HSL SHADER WITH PP ATTRIBUTES

Here is how to have a much better control over the HSL shader by using the PP attributes.
 

CREATE THE PP ATTRIBUTE

 
- In the particleShape create a new PP attribute, assuming you want to change the tshirt hue name your new PP attribute PPShirtHueVariation
 
- Create a little expression to give a range to your Hue variation.
 
- Check if the PP attribute is working. Go into your entityType Shape and add the PPShirtHueVariation as a displayable attribute.
 

CONFIGURE THE GCHA

- Go back in the Golaem Character maker  Geometry tab and select the previously created Shader Attribute Node.  

 
- In the Asset Properties window check the box "Use value from PP attribute" and query the PP attribute:  PPShirtHueVariation . 
 
- Don't forget to save your gcha!
 

EXPORT THE SIMULATION

- Finally in the Simulation Exporter, make sure to export the PPAttribute PPShirtHueVariation in the Simulation exporter  (in the Addition Per Particle Attributes To Export section)

 
- Hit render!

hue controlled by PP attribute

Same process goes to control the Saturation and Lightness of your texture; just plug the feeder node into the corresponding channel (h: hue, s: saturation, or l: lightness) of the HSL shader.