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
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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.
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FEEDING THE HSL SHADER WITH PP ATTRIBUTES
CREATE THE PP ATTRIBUTE
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CONFIGURE THE GCHA
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EXPORT THE SIMULATION
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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.