In this short tutorial, we will use some of Arnold's color shaders to create an interesting effect that could be used as part of a motion graphics animation. This animation is being driven primarily by a utility shader (Object ID mode) which is connected to a color_jitter shader that has some keyframe animation.
In this case, the color_mode has been set to uv_coords. This will give us a diagonal wipe effect to our pattern, once it is animated. You can, of course, choose a different color_mode like U or V coords or something entirely different. The idea is to experiment and have fun finding different techniques!
More triangles are visible when increasing the number of subdivision_iterations We can use a color_correct shader to change the color of the triangles. Connect a color_correct shader in-between the color_jitter and the standard_surface shaders. Adjust the hue_shift and change the multiply color. You can adjust the attributes of the color_correct shader until you get something that looks pleasing. In this case, the gamma and contrast were also adjusted. We can also change the colors by using some of the other color shaders in Arnold. Below are some examples using the composite and shuffle shaders. Finally, try keyframing the gain and hue (face) attributes of the color_jitter shader. You should see the effect is animated across the surface of the plane because the color_mode of the utility shader has been set to uv_coords.Color Jitter and Utility Shaders
Color Correct