This page provides information about the MultiSubTex texture utility node in V-Ray for Blender.
Overview
The MultiSubTex utility texture distributes multiple textures to many objects via one single material based on specified IDs or random distribution.
UI Path: ||V-Ray Node Editor|| > Shader > Add > Texture Utilities > V-Ray MultiSubTex
Node Input Sockets
Default – Allows a node to be used as the Default color.
Texture 1/2/3... – Allows textures to be connected to the MultiSubTex node.
Properties
Default Color – Specifies a default color or texture for objects without Object IDs.
Textures
Add Texture – Adds a new sub-texture to the texture list.
Color – Specifies a color to be used when a texture node is not attached.
ID – For modes that use IDs, specifies the ID that corresponds to each texture.
Use – Enables the sub-texture for rendering.
Remove – Removes the last sub-texture from the list.
Options
Mode – Specifies where to get the IDs from:
Polygon Selection – The MultiSubTex node uses a polygon selection set information.
Object ID – The MultiSubTex node considers the Object IDs of the object when feeding the data (color or texture) to the material.
Random by Composite Seed – The MultiSubTex node randomizes based on the selected option below.
Texture Switch – VRayMultiSubTex randomizes textures that allow integer input.
Loop Through Textures – This option works in Object ID mode. When the faces or objects assigned with a MultiSubTex node are more than the sub-textures in the map, the Loop Through Textures option goes through all sub-textures and once they finish, reverts to the first sub-texture, continuing until all faces or objects get a sub-texture. In Object ID mode, all objects with assigned IDs different than 0 get a sub-texture. The ones with an object ID equal to 0 get the Default color.
Randomize By – Determines the factor for randomization.
Node Handle – Each node in Blender is assigned a unique number (a handle) when it is created. This option generates the color index based on that node ID. It is useful because the node handle survives through scene editing - e.g., if you add/remove other objects or rename them, you still get the same colors.
Render ID – Assigns random colors based on RenderIDs.
Node Name – Generates a color index, based on the name of the node to which the texture is applied to.
Particle ID – Assigns random colors based on ParticleID.
Instance ID – Assigns random colors based on InstanceID (works for Chaos Scatter).
Polygon Selection –
Object ID – Assigns random colors based on the object's ID.
Mesh Element – The MultiSubTex node assigns random colors based on the object's element (e.g. teapot lid, etc.) IDs.
Scene Name – The MultiSubTex node assigns random color/texture based on each object's full scene path. A full scene path means that it can be used for multiple objects with the same name but located on different levels/branches in the scene hierarchy, e.g. instances in different groups. This option preserves the same random result per object, even if one or more objects are added or deleted from the group.
Tile – Assigns random colors/textures for the tiles generated by the BerconTile plugin.
Random Mode User Attribute – Randomizes the textures based on a User Attribute assigned to the specific objects and set in the User Attribute Name field.
User Attribute Name – Determines the User Attribute to be used when Random by User Attribute is selected.
Randomization Options
Random Hue/Saturation/Gamma – These three parameters control post-process randomization of output color. The input value is percentage of the HSV/gamma range and specifies the maximum random deviation, where the gamma range is fixed to [1/10,10].
Seed – When the mode is set to Random by Node Name, this parameter allows the user to change the randomization pattern.