I have my colorRamp node, i want that instead of having a simple color as an output, having a more complex color, for example, setting from a procedural texture the colorRamp second color
Something like this, instead of having that simple yellow color i want to have that noise texture(i put a reroute node to give it a little detail)
Look at my example.
Might it be due to your colour ramp being set to linear, FedPete’s set to Constant? You get black ‘or’ yellow, he gets a variation between. Is that the issue you are getting at?
Actually @NP5, FedPete’s is set to Linear, and notRealName’s is set to Constant.
I played with FedPete’s setup last night, and this is what I rendered, though I’m still playing in 2.79, so the nodes aren’t exactly the same, and I did rotate the sphere until I got enough of the colors to show up.
Ok other way round. They were different, I noticed.
No problem. Can’t tell you how many times I’ve done the same thing.
I have the senility excuse at least to use.
Oh let’s not start talking about age, as I’m sure I’d probably top the list around here.
One thing to consider is that there is no need to limit yourself to 2 colors. you can add as many color-stops to the color ramp as you want and arrange them to suit your own aesthetic.
Nicely done @Capricas_Kirito, I hadn’t thought of trying that. Hmmm, now to see how it looks on my sphere. Hmmmm . . .
less then does the switch (trick). Changing then one will add more vonoroi tiles to the orange shader.
You can add also a
greater then, to make a upper-lower filter. Targeting a specif colour (position on the ramp) as requested.
Yes, but the original question was. How can I make a specific color range (say CYAN) to be a random color, or part of a differerent shader. (That’s what I understood)
It’s fun working with these material nodes, but it also reminds me of chemistry lessons. Mixing A with B and voila something magical happens. Never understood why …
I wouldnt count on it
I’ll take my chances on that bet.
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