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7

Yes, FAC is driven by luminance (from 0.0 to 1.0), and yes, two different colors can have the same luminance. The task isn't impossible, but you would end up with a very complicated node tree, which will have to recognise each of the 18 colors and send them to 18 color nodes or a color ramp. I think it would be simpler to use an image editor software to ...


6

How about a simple setup like this? Of course question is how do you define similarity of colors, should you convert the colors to non-color data, do you perhaps want to divide the colors to HSL/HSV and prioritize (give more weight) e.g. hue over saturation. You may also want to replace just hue instead of whole color... A custom group like that could be ...


4

Nice name! ;) To change the colors "without" AN you can adapt your shading nodes like this (see picture). In the value field enter "#frame" and then you can ask which frame it is with the math node (less than). With the mix node Blender decides which color it will take. The RGB node can be keyframed as you know with hovering with the ...


4

You need to use the Set Keyframes node. Link to the docs. It is designed to keyframe transforms (Loc, Rot, Scale), but you can keyframe other properties by choosing Custom in the first dropdown. Click on the + icon to add a new field, and type color (implied object.color, that is to say the object viewport color) because that's the property you want to bake ...


4

Parallel, and similar to, @Markus' method.. If you can discriminate your input colors along one 0->1 dimension, (Hue?), then you could put your input colors through a Separate HSV node, use Hue as the 'Fac' for a Color-Ramp, split with 'Constant' interpolation into the output colors. But fiddling with 18 Color-Ramp stops is no fun. I've just tried it. You ...


3

While there's no way to have blender check and choose the best color for you, as that is quite subjective, it is possible to set the color to change every frame and to render an animation of those multiple different colored frames. To do so, first head over to your material tab, and select the shader currently applied to your text object. Now press Shift+A ...


2

You're looking at the wrong color. The object.color attribute refers to the object's viewport display color : If you want to get the particular value of an input socket of a particular node in the node tree of a particular material, you need to use : material.node_tree.nodes.get("Principled BSDF").inputs[0].default_value I suggest using an ...


1

I just found out, that you can change the at "Render Propeties">"Color Management">"View transform" from Filmic to Standard. I don't need further awnsers.


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