Default Color – Specifies a default color or texture for objects without Object IDs.
Get ID from – Specifies the meaning of the ID parameters. The dropdown menu offers the following three options:
Random – Randomizes based on the selected option below. Use object ID – The VRayMultiSubTex considers the Object IDs of the object when feeding the data (color or texture) to the material. Texture Switch – Enables the Switch texture parameter to determine which texture is used in the material.
When Get ID from is set to Random, the following checkbox options are active. You can select multiple options at once.
By Object ID –The VRayMultiSubTex assigns random colors based on the Object IDs of the objects. By Render Random by render ID – The VRayMultiSubTex assigns random colors based on RenderIDs (internally generated by V-Ray). Random by node name – By Node name – Generates a color index based on the name of the node that the texture is applied to. Random by instance By Instance ID – The VRayMultiSubTex assigns random colors based on the IDs of objects instanced with the particle instancer in Maya. Random by By scene name – The VRayMultiSubTex 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 hierarchy of the scene, 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. Texture Switch – Enables the Switch texture parameter to determine which texture is used in the materialBy Poly Shell – Randomizes color/texture per poly shell of an object. By User ID – Randomizes textures based on a User Attribute assigned to the specific objects and set in the User Attribute field of the VRayMultisubTex.
Switch texture – A floating point value that calls the texture from the Texture List (below in the UI) by the ID number.
Interpolate – If the switch value falls between two textures from the Texture list, this interpolate between them. Otherwise, when disabled, the closest texture from the list is used.
Loop Through Textures – This option works in Use object ID mode. When the faces or objects assigned with VRayMultiSubTex map 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 Use object ID mode all objects with assigned ID different than 0 get a sub-texture. The ones with object ID equal to 0 get the Default color.
Seed – When the mode is set to Random by node name, this parameter allows the user to change the randomization pattern.
Random Hue/Sat/Gamma – These three parameters control the randomization of the output color. Input value is percentage of the HSV/gamma range and specifies the maximum random deviation, where gamma range is fixed to [1/10,10]. See the Random Hue/Sat/Gammaexample below.
Add New Item – Adds a new sub-texture to the texture list.
Used – Enables the sub-texture for rendering.
Value – For modes that use IDs, specifies the ID that corresponds to each texture.
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How to Set up
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To set up the VRayMultiSubTex:
Connect VRayMultiSubTex to the material's desired input slot.
From Texture List > Add New Item button add the needed number of subtextures.
Connect the created textures to the VRayMultiSubTex subtexture slots, or create new subtextures fromthe checkered buttons in the Texture List.