Table of Contents

This page provides information on the V-Ray Multi-Sub Texture.


Overview


The V-Ray Multi-Sub Tex texture distributes multiple textures to many objects via one single material based on specified IDs or random distribution.

In the image shown here, Multi-Sub Tex's Get ID from parameter has its type set to Object ID. Each part of the ball is assigned a texture. The Multi-Sub Tex is then assigned to the diffuse channel of a single V-Ray Material.


Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.


UI Paths


||V-Ray Asset Editor|| > Textures (right-click) > Multi-Sub

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures Multi-Sub

 

 

Parameters


Default Color – Allows the user to assign a color or texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Get ID from – Specifies the meaning of the ID parameters.

Use Face Material ID – When more than one material is applied to the different faces of the same object, V-Ray for Rhino internally creates face IDs. If all those materials share the same Multi-Sub texture, V-Ray considers the face IDs when feeding the data (color or texture) to the materials.
Note that faces inheriting such a material applied to the group instead will use ID 0. Faces with IDs that do not have a corresponding sub-color/texture use the Default Color.
Use Object ID – The Multi-Sub texture considers the Object IDs of the object when feeding the data (color or texture) to the material.

When adding subtextures to the Multi-Sub texture, the first one always starts with an index of 0. Note that only Face material ID utilizes index 0. When using any other option, please ignore or remove the 0 index texture!

Loop Textures – When this option is enabled and the number of shaded IDs exceeds the number of IDs in this texture, the geometry IDs are wrapped to fit the available range.




Random:

By Node Handle – Each node is assigned a unique number (or, "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. For example, if an object is added, removed, or renamed, the colors remain the same.
By Node Name – Generates a color index based on the name of the node that the texture is applied to.
By Face Material ID – Face Material IDs are differentiated when multiple materials are assigned to the faces of a single mesh.
By Mesh Element – A mesh element is considered each island of connected mesh faces.
By Render ID – The Render ID is an object identifier assigned during Render time.
By Instance ID – Instances are considered objects copied by V-Ray Scatter or instances from a referenced alembic abc file loaded as a Mesh Proxy.
By Object ID – Object IDs can be manually defined for each scene object.




Hue/Saturation/Gamma Variation – Active when the Get ID from parameter is set to some of the Random options. These three parameters randomize the output color during post-processing. Each parameter's value specifies the maximum random deviation from the original value within a given scale. See the Random Hue/Sat/Gamma example below.

Hue – Randomizes hue. The output color hue is modified within [-180°, 180°]. See the Hue Variation example below.
Saturation – Randomizes saturation. The output color saturation varies within [-0.5, 0.5] offset. Values outside [0, 1] are clamped. See the Saturation Variation example below.
Gamma – Randomizes gamma. The output color gamma is gamma-corrected with random gamma (or 1/gamma) within [0..1].

Seed – Changes the randomization pattern.




Example: Hue Variation

The following example shows how Hue Variation changes the scene.


 Hue Variation set to 0.

Hue Variation set to 0.25. The Hue is randomly modified within [-45° and +45°] from the initial Red color of the spheres.

 Hue Variation set to 0.25. The Hue is randomly modified within [-90° and +90°] from the initial Red color of the spheres.


 Hue Variation set to 0.25. The Hue is randomly modified within [-180° and +180°] from the initial Red color of the spheres.





Example: Saturation Variation

The following example shows how Saturation Variation changes the scene.


Saturation Variation set to 0.

Saturation Variation set to 0.5. The Saturation is randomly modified within [-0.25 and +0.25] from the initial color of the spheres.

Saturation Variation set to 1. The Saturation is randomly modified within [-0.5 and +0.5] from the initial color of the spheres.




Example: Random Hue/Sat/Gamma

 

The following example shows how the Random Hue/Saturation/Gamma changes the scene. Each of the objects has a separate Object ID set and the Get ID from is set to Use Object ID.


No Random Hue/Sat/Gamma applied

Hue = 1

Saturation = 1


Gamma = 1





Example: Hue/Sat/Gamma Random by Face Material ID


The following example shows how the Random Hue/Saturation/Gamma changes the scene when the Get ID from is set to Random by Face Material ID.


Hue = 1

Saturation = 1

Gamma = 1

No Hue/Saturation/Gamma; Seed = 0

Hue = 0.7, Saturation = 0.3, Gamma = 0.5, Seed = 5

Hue = 0.7, Saturation = 0.3, Gamma = 0.5, Seed = 1



Example: Hue/Sat/Gamma Random by Node Name


The following example shows how the Random Hue/Saturation/Gamma changes the scene when the Get ID from is set to Random by Node Name.


Hue = 1

Saturation = 1

Gamma = 1

No Hue/Saturation/Gamma; Seed = 0

Hue = 0.7, Saturation = 0.3, Gamma = 0.5, Seed = 5

Hue = 0.7, Saturation = 0.3, Gamma = 0.5, Seed = 1


Textures


Add Texture – Adds a new sub-texture to the texture list.

Used – This checkbox enables the sub-texture for rendering.

Value – For modes that use IDs, this value specifies the ID that corresponds to each texture.


Notes


  • Face IDs cannot be manually set by Rhino. Instead, they are automatically generated. Exceptions are Proxy .vrmesh or .abc objects created in other host applications.
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