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 :)
Hi and to the Cafe
Maybe I misunderstood you, but why go through all that process manually through Xpresso? Is this what you are after?
Scale_random.c4d