Random color on multiple multi-component objects obtained by applying an array modifier





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I have a shipping container made up of around 30 different meshes. I want 3200 containers stacked together, each with a single random colour of a selected gradient (red container, blue container, green container, etc).



Another post on the site suggests to "Separate as loose parts" after applying the array, but this assigns a random color to each SINGLE mesh component (observable in the monkey's eyes).




  1. Is there a way to merge all objects into a single one, joining all intersecting external faces automagically? (Boolean modifier doesn't appear to be designed or smart enough to handle several complicated meshes)


  2. Is there another way to apply random colors to array items without separating into loose parts?



Thank you!










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  • Related: blender.stackexchange.com/q/7235/599
    – gandalf3
    Nov 27 at 23:46

















up vote
5
down vote

favorite
1












I have a shipping container made up of around 30 different meshes. I want 3200 containers stacked together, each with a single random colour of a selected gradient (red container, blue container, green container, etc).



Another post on the site suggests to "Separate as loose parts" after applying the array, but this assigns a random color to each SINGLE mesh component (observable in the monkey's eyes).




  1. Is there a way to merge all objects into a single one, joining all intersecting external faces automagically? (Boolean modifier doesn't appear to be designed or smart enough to handle several complicated meshes)


  2. Is there another way to apply random colors to array items without separating into loose parts?



Thank you!










share|improve this question









New contributor




user3424554 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • Related: blender.stackexchange.com/q/7235/599
    – gandalf3
    Nov 27 at 23:46













up vote
5
down vote

favorite
1









up vote
5
down vote

favorite
1






1





I have a shipping container made up of around 30 different meshes. I want 3200 containers stacked together, each with a single random colour of a selected gradient (red container, blue container, green container, etc).



Another post on the site suggests to "Separate as loose parts" after applying the array, but this assigns a random color to each SINGLE mesh component (observable in the monkey's eyes).




  1. Is there a way to merge all objects into a single one, joining all intersecting external faces automagically? (Boolean modifier doesn't appear to be designed or smart enough to handle several complicated meshes)


  2. Is there another way to apply random colors to array items without separating into loose parts?



Thank you!










share|improve this question









New contributor




user3424554 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I have a shipping container made up of around 30 different meshes. I want 3200 containers stacked together, each with a single random colour of a selected gradient (red container, blue container, green container, etc).



Another post on the site suggests to "Separate as loose parts" after applying the array, but this assigns a random color to each SINGLE mesh component (observable in the monkey's eyes).




  1. Is there a way to merge all objects into a single one, joining all intersecting external faces automagically? (Boolean modifier doesn't appear to be designed or smart enough to handle several complicated meshes)


  2. Is there another way to apply random colors to array items without separating into loose parts?



Thank you!







materials modifiers workflow instances






share|improve this question









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user3424554 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











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edited Nov 27 at 15:51









Nicola Sap

4,27811240




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asked Nov 27 at 10:07









user3424554

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user3424554 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






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Check out our Code of Conduct.












  • Related: blender.stackexchange.com/q/7235/599
    – gandalf3
    Nov 27 at 23:46


















  • Related: blender.stackexchange.com/q/7235/599
    – gandalf3
    Nov 27 at 23:46
















Related: blender.stackexchange.com/q/7235/599
– gandalf3
Nov 27 at 23:46




Related: blender.stackexchange.com/q/7235/599
– gandalf3
Nov 27 at 23:46










2 Answers
2






active

oldest

votes

















up vote
7
down vote



accepted










Use duplifaces



Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):



enter image description here



Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the "single object" corresponds to its floor.



Select them both (first the "single object", then Shift+Select the duplicator) and parent them (CtrlP).



On the duplicator object enable DupliFaces:



enter image description here



On the single object, add a material that uses the Random Object Info: for instance



enter image description here



The result:



enter image description here



Duplifaces are pretty easy to use! Just move the individual faces around in Edit mode. For example: need more space between the containers? Scale up!



enter image description here






share|improve this answer



















  • 1




    This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
    – user3424554
    Nov 27 at 16:42


















up vote
7
down vote













I think that you shouldn't use an array.



Use a particle system instead. Create a mesh were the containers would be:
enter image description here



Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
enter image description here



Now you will have this:
enter image description here



If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio.



Change the physics to "No", render to "Object" choose the object (with the material of the link that you already visited) and change the size as you need:



enter image description here



Any other question, just ask.






share|improve this answer

















  • 1




    Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
    – user3424554
    Nov 27 at 16:40











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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes








up vote
7
down vote



accepted










Use duplifaces



Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):



enter image description here



Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the "single object" corresponds to its floor.



Select them both (first the "single object", then Shift+Select the duplicator) and parent them (CtrlP).



On the duplicator object enable DupliFaces:



enter image description here



On the single object, add a material that uses the Random Object Info: for instance



enter image description here



The result:



enter image description here



Duplifaces are pretty easy to use! Just move the individual faces around in Edit mode. For example: need more space between the containers? Scale up!



enter image description here






share|improve this answer



















  • 1




    This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
    – user3424554
    Nov 27 at 16:42















up vote
7
down vote



accepted










Use duplifaces



Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):



enter image description here



Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the "single object" corresponds to its floor.



Select them both (first the "single object", then Shift+Select the duplicator) and parent them (CtrlP).



On the duplicator object enable DupliFaces:



enter image description here



On the single object, add a material that uses the Random Object Info: for instance



enter image description here



The result:



enter image description here



Duplifaces are pretty easy to use! Just move the individual faces around in Edit mode. For example: need more space between the containers? Scale up!



enter image description here






share|improve this answer



















  • 1




    This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
    – user3424554
    Nov 27 at 16:42













up vote
7
down vote



accepted







up vote
7
down vote



accepted






Use duplifaces



Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):



enter image description here



Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the "single object" corresponds to its floor.



Select them both (first the "single object", then Shift+Select the duplicator) and parent them (CtrlP).



On the duplicator object enable DupliFaces:



enter image description here



On the single object, add a material that uses the Random Object Info: for instance



enter image description here



The result:



enter image description here



Duplifaces are pretty easy to use! Just move the individual faces around in Edit mode. For example: need more space between the containers? Scale up!



enter image description here






share|improve this answer














Use duplifaces



Parent your object to an object made up of faces (you can create it using a single plane and an -- applied -- array modifier, or you can just build it creatively):



enter image description here



Orange: your "single object" (to be duplicated). Yellow: your "duplicator". It works better if their origins are in the same location, and the origin of the "single object" corresponds to its floor.



Select them both (first the "single object", then Shift+Select the duplicator) and parent them (CtrlP).



On the duplicator object enable DupliFaces:



enter image description here



On the single object, add a material that uses the Random Object Info: for instance



enter image description here



The result:



enter image description here



Duplifaces are pretty easy to use! Just move the individual faces around in Edit mode. For example: need more space between the containers? Scale up!



enter image description here







share|improve this answer














share|improve this answer



share|improve this answer








edited Nov 27 at 11:22

























answered Nov 27 at 10:58









Nicola Sap

4,27811240




4,27811240








  • 1




    This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
    – user3424554
    Nov 27 at 16:42














  • 1




    This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
    – user3424554
    Nov 27 at 16:42








1




1




This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
– user3424554
Nov 27 at 16:42




This is a new concept for me, but I like it! Will be diving into this more tomorrow, and if I and up trying this out, I'll let you know how it goes! Thanks!
– user3424554
Nov 27 at 16:42












up vote
7
down vote













I think that you shouldn't use an array.



Use a particle system instead. Create a mesh were the containers would be:
enter image description here



Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
enter image description here



Now you will have this:
enter image description here



If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio.



Change the physics to "No", render to "Object" choose the object (with the material of the link that you already visited) and change the size as you need:



enter image description here



Any other question, just ask.






share|improve this answer

















  • 1




    Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
    – user3424554
    Nov 27 at 16:40















up vote
7
down vote













I think that you shouldn't use an array.



Use a particle system instead. Create a mesh were the containers would be:
enter image description here



Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
enter image description here



Now you will have this:
enter image description here



If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio.



Change the physics to "No", render to "Object" choose the object (with the material of the link that you already visited) and change the size as you need:



enter image description here



Any other question, just ask.






share|improve this answer

















  • 1




    Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
    – user3424554
    Nov 27 at 16:40













up vote
7
down vote










up vote
7
down vote









I think that you shouldn't use an array.



Use a particle system instead. Create a mesh were the containers would be:
enter image description here



Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
enter image description here



Now you will have this:
enter image description here



If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio.



Change the physics to "No", render to "Object" choose the object (with the material of the link that you already visited) and change the size as you need:



enter image description here



Any other question, just ask.






share|improve this answer












I think that you shouldn't use an array.



Use a particle system instead. Create a mesh were the containers would be:
enter image description here



Then add a particle system, star on 1 and end on 1, choose volume as emit form and grid.
enter image description here



Now you will have this:
enter image description here



If your containers aren't square (probably) change the scale in object mode of the emmiter to be similar to the container ratio.



Change the physics to "No", render to "Object" choose the object (with the material of the link that you already visited) and change the size as you need:



enter image description here



Any other question, just ask.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 27 at 10:52









Mike GO

1607




1607








  • 1




    Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
    – user3424554
    Nov 27 at 16:40














  • 1




    Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
    – user3424554
    Nov 27 at 16:40








1




1




Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
– user3424554
Nov 27 at 16:40




Thanks, it looks like I'll be learning more about the particle system then! I appreciate your care with this answer, and I'll be sure to ask if I have more questions. Thanks!
– user3424554
Nov 27 at 16:40










user3424554 is a new contributor. Be nice, and check out our Code of Conduct.










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