I have a cloner with 50 objects. And multi shader with 50 textures.
Also Cloner has dynamics body tag. When dynamics body tag action finished needs convert cloner to editable. But then lost textures. Can I bake them? I need get 50 different matireal.
I hope for your help
What is your reason for baking everything? Are you intending to export to a different program? If you're going to stay in Cinema you can bake the cloner/physics simulation and then drop the individual objects into a fracture object and use that to apply the multishader.
not exactly true. as example deck of cards.
I bake simulation. But multishader to fracture object doesn't work like as cloner object. Can I bake all texture in differen files?
Something like split multishader.
Seems to work fine with the fracture object here. I applied a multishader to the cloner and then applied a random effector set to sort mode, affecting only texture. That distributes the multishader textures across the clones. Then I baked the cloner/physics animation and dropped the individual objects inside a fracture object. Then I applied the multishader to the fracture object and applied the same random effector to it. The textures are distributed exactly as they were with the cloner.
Unfortunately I don't know of any way to bake out the multishader itself.
Re: bake multi shader cloner by Matthieu Gueret on Sep 9, 2016 at 3:02:59 pm
Hi. it's an Old post but I have the same pbl...
I need to bake out the multi shader itself (apply on a cloner with random effector... it's a pixel map with 700 clones I need to export in FBX ). I've try different ways but impossible to keep the random materials on each clone in order to Bake it, event with a Mograph Cache apply to the cloner....
each time I make a "connect obj & delete", I lose the random color multi shader.
It seems you got a solution isn't it?
Thanx in advance.