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
![](https://golaem.com/sites/default/files/02_connect_HSL_0.jpg)
Renderer | Node to feed the HSL |
Vray | VrayUserScalar |
Arnold | aiUserData |
Redshift | |
Renderman Studio | PxrAttribute |
- In the feeder node (VRayUserScalar for example), query the value name shirtHueVariation.
![](https://golaem.com/sites/default/files/03_Hue_variation_0.jpg)
FEEDING THE HSL SHADER WITH PP ATTRIBUTES
CREATE THE PP ATTRIBUTE
![](https://golaem.com/sites/default/files/edit_expression_PP.jpg)
![](https://golaem.com/sites/default/files/checkPPattribute_0.jpg)
CONFIGURE THE GCHA
![](https://golaem.com/sites/default/files/CharacterMaker.png)
![](https://golaem.com/sites/default/files/03_PPattribute_reduce.png)
EXPORT THE SIMULATION
![](https://golaem.com/sites/default/files/SimulationExporter_0.png)
![](https://golaem.com/sites/default/files/export_sim_0.jpg)
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.