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Texture variation on scattered buildings

Clarisse related tips and tricks

Texture variation on scattered buildings

Unread postby sergeisarichev4 » Sat Sep 07, 2019 4:00 am


I have a few shots im building a city for, i was wondering what options there are to introduce some color/texture variation.

1. I tried with 1 of the tutorials, basically doing Random > reorder > remap > instance color and multiply that with my texture

but i remember there was another way where you can set the hues/colors the randomizer is limited to so i wont get all kinds of weird not suitable colors?

2. im texturing everything with triplanar mapping, is there any option in clarisse to overlay or use some kind of generated dirt map, like vray dirt or something similar? im interested in procedural stuff, i dont really have time to go and texture everything properly in substance or whatever.

3. any other tips you might have for variation on architecture (mostly texture stuff) would be nice, interested in mostly dirt/color variation .

Thanks a lot,
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Re: Texture variation on scattered buildings

Unread postby Kramon » Sat Sep 07, 2019 1:55 pm

for example to visualise this more easy..

checker texture... set it to world space. after that plug that to instance color.. set that to LVL 1 or LVL 2 depends on your system... and plug this to Diffiuse color... now u see that each instance have diffrent color... now.... Go to your old setup.. add Blend node... and simply multiplay both.

adjust texture scale :)
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Re: Texture variation on scattered buildings

Unread postby dboude » Mon Sep 09, 2019 8:46 am


You have another tutorial giving another example of the instance color.

The texture switch can be used to switch between inputs textures. The switch can be driven by a random texture node plugged in an instance color node. In this way, each instance can have a random texture you set in the switch. Another cool node to make variation is the object switch. In this node, you can set different texture input that will be switched depending on objects names.

You can overlay textures with the blend node before or after the triplanar node.

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