Ah, I see. Is this what you are after?
small_city_0003.c4d
To create selection on connect simply subordinate correction deformer under it, make a selection on correction deformer and then copy the tag to connect
Axis of your object which you are cloning is offset, that is why there is an issue. You can simplify your scene, here is a quick try. Note that you can use correction deformer to create selections and then use that selection on connect object
small_city_0001.c4d
You mean like this?
select_by_color.c4d
Once you click on the "on" in hud it will select all objects with red displaycolor (defined in constant in XPresso) under null
Cheers
You got it right, so simplified explanation would be
Albedo is texture with all shadows and highlights removed
Height(map) is usually bump or displacement
Roughness is sharpness of reflections
Normal is directional surface data
AO is self shadowing, but in the case of map it is pretty much a shadow map
Ah, I see. The issue is I have built the scene using R20 and field node. You can replace the field node in Xpresso with similar setup and that will drive the values too
Import is numerical but depends on first character as far as I know. For example, if your textures would have been named 01. xx, 02. xx then it works for sure
Maybe I am missing something, but can't you use offset fragments in Voronoi? That scales pieces down and you can have just the outer layer of the mesh?
You can even use MoGraph selection and push apart
Scale_island.c4d
In short, no, however, you can bake all to frames and then change value on each frame but that looks like a lot of work. Why not simply simulate again? Or, describe what you are after, maybe there are better ways to do it :)