This tutorial covers how to apply color to XGen primitives using the User Data node in combination with a texture map. The effect is similar to a technique called Pointillism, where small dots of color are applied in patterns to form an image. For some real world inspiration, you should also look at some of the work by this artist and this artist and also this artist who use many small objects to create large works of art.

The button model used for this tutorial can be downloaded here.

Before you start this tutorial, it is advised that you also read the tutorial Controlling Primitives with a Texture Map which shows you how to define the scale of your XGen primitives.

 

 

 

 

 

 

 

Adjust the Size and Spacing so that the buttons are almost touching

 

Ai UserData Color node connected to Color attribute of Standard Surface shader

 

Add the name 'color' to the Color Attr Name in the Ai UserData Color node

 

 

Button archive primitives are using the black Default Color of the Ai UserData Color node

 

Custom Shader Parameters

Custom Shader Parameters

 

Custom Shader Parameters set to Color

 

 

Remember to select the disk icon after updating the file texture used to define the primitive attributes. Otherwise, XGen will not bake the ptex map to disk and the render will not change.

 

 

 

 

 

Further archive examples

 

 

Thanks to Pedro Fernando Gómez for his assistance with XGen.